An empty page.
Add a Scene from the left, or double-click anywhere.Or load the Example from the top bar to see how it fits together.
Enter the access password to continue to Storyloom.
Storyloom is a light alternative to heavyweight narrative tools. Lay story beats out as nodes, link them into a branching flow, attach the cast and the world to each beat, gate paths behind variables, then play it through to see what the player actually gets.
Storyloom is for the narrative designer's map, not the final script. It answers the questions a writer, a level designer and a systems designer keep asking each other: what happens here, who is in it, where and when does it take place, why does it exist, what does the player need to have done to reach it, and where can they go next.
Flags, counters, text. hasLantern, gold, day.
Characters, factions, locations, items — each with notes and an image.
Scenes, dialogue, choices, checks, unlocks, endings. Tag who / where / when / why.
Connect outputs to inputs. Put conditions on options, links or the nodes themselves.
Step through with live variables; find dead ends and unreachable beats.
Drag nodes from the palette, marquee-select and move groups of them, wrap acts in collapsible group frames, search with Ctrl+F, jump around with the minimap.
Characters with role types (protagonist, antagonist, ally, NPC…), factions, clans and guilds, species and creatures, relationships between characters; regions nested village → country → world, locations, items and lore. Group the cast by role, faction, home or region. Drop any entry onto a node to tag it.
Unlock criteria on nodes, conditions on choice options and links, effects when a beat is reached. Check nodes branch Pass / Fail on their own.
Walk the story from the start node. Locked options show why they're locked; variables update live; the path is drawn on the canvas.
Story check finds dead ends, orphans and unknown variables. Paths walks every route with live variables and reports endings nobody can reach and options that never unlock.
Optional side content — secrets, side quests, collectibles — placed at any main-thread node, playable in the simulator. Flag variables for technical review and get every read and write with totals: gained, subtracted, main thread vs discoverables, highest gate. Badges on the canvas show which nodes touch them.
Many projects saved in the browser; copy and paste nodes between them; keep reusable fragments in a library. Export project JSON, or Unity JSON plus a small C# runtime.