self-contained curriculums to teach different skillsets
Currently available we have:
nothing. but just you wait.
text-based gameplay loop system for designing stories
If you have ever played a MUD -- or, Multi-User Dungeon as us old folks like to call it -- you know what I'm going for here. The major difference in this single player experience is the concept of time limits; purely enforced to force the player to try and complete certain tasks. Complete the task and a future "room" might be easier to solve or present different opportunities to trail down different storylines. Combine the idea of a MUD with an escape room and you get the idea.