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. Narrative drafts in it (or imports their Docs), design balances and tests in it, engineering wires variables and pushes to Unity — all on the same canvas, each discipline on its own layer, reviewing each other's work where it lives.
Collaboration is built in, not bolted on: cloud projects and shared workspaces, live co-editing with cursors, threaded comments with @mentions, review requests, suggest mode for propose-don't-overwrite editing, and one inbox so nothing addressed to you is lost. On a phone the same project opens in review mode — read, play, comment, approve.
Everything runs in the browser and works offline against local storage — no account needed. Import the notes you already have, keep chapters as projects inside one workspace, and lean on the built-in checks 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 and row-level-security-backed sharing — 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; cross-project links stitch boards together.
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 play mode gives instant feedback.
Plans are on the home page — the free tier is genuinely usable, and everything local never needs an account at all.