Storyloom
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Guided setup

Play-through

A narrative design board for games

Trace your story from the first beat to the last — who, what, when, where, why.

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.

What it's for

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.

Good fit
  • Mapping a quest, chapter or whole game's critical path and branches.
  • Tracking which characters, factions, items and locations appear in which beats.
  • Designing unlock criteria and player-choice gates before they're built.
  • Handing engineers a clean flow they can implement from (Unity JSON export).
Not the goal
  • Writing thousands of lines of final dialogue — each node holds a beat or a line, not a screenplay.
  • Localization, voice-over pipelines or asset management.
  • Real-time multi-user editing — share by exporting the project file.

How a project fits together

VARIABLES
Define the state

Flags, counters, text. hasLantern, gold, day.

CAST · WORLD
Populate it

Characters, factions, locations, items — each with notes and an image.

NODES
Write the beats

Scenes, dialogue, choices, checks, unlocks, endings. Tag who / where / when / why.

LINKS
Branch it

Connect outputs to inputs. Put conditions on options, links or the nodes themselves.

PLAY · CHECK
Prove it

Step through with live variables; find dead ends and unreachable beats.

Features

Node canvas

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.

Cast & World

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.

Variables & gates

Unlock criteria on nodes, conditions on choice options and links, effects when a beat is reached. Check nodes branch Pass / Fail on their own.

Play-through

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 & Paths

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.

🔍
Discoverables & technical review

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.

Projects, library & export

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.

Plans & pricing Projects auto-save in this browser and live under Projects. Use Export for a file you can keep.