Branching stories die in the gaps between tools — the writer's doc, the designer's spreadsheet, the engineer's JSON. Storyloom keeps the story itself as the shared artifact: writers draft in it (or import their Docs), designers balance and test in it, technical folks wire variables and export to the engine — all on the same canvas, with layers each discipline can show or hide.
Collaboration is built in, not bolted on: cloud projects and workspaces, live co-editing with cursors, threaded comments with @mentions, review requests, suggest mode for propose-don't-overwrite editing, and an inbox so nothing addressed to you is lost.
Everything runs in the browser and works offline against local storage — no account needed. Start from a genre template or a rules-generated skeleton, keep chapters as projects inside one workspace, and lean on the built-in QA (story check, path explorer, targets) as your second pair of eyes.
A writer, a designer and a programmer can be in the same project at the same time — live cursors, per-field merges, and a soft lock so nobody tramples a beat mid-edit. Reviews and statuses (draft → in review → approved) give just enough process without a producer.
Storyloom deploys as a static site you host, with your own Supabase project for accounts, row-level-security-backed sharing, and Stripe-driven plans — your data stays in infrastructure you control. Multiple quest lines live on one board via entry points; workspaces mirror your game's chapters or pods.
Interactive-fiction and game-writing courses need a tool that is free to start, runs on anything with a browser, and makes structure visible. Storyloom's canvas is the lesson: branching, gating, economies and pacing are all on screen, and the play mode gives instant feedback.
Curious what it costs? Plans are on the home page — the free tier is genuinely usable, and everything local never needs an account at all.