See the whole story.

The narrative design platform for Unreal Engine® teams. Author dialogue and branching logic, then ship it in Unreal Engine.

Platform roadmap

What we've shipped. What's next.

·Node-based graph editor

Shipped

Infinite canvas with drag-and-drop dialogue nodes and connected edges.

·Writing-first syntax

Shipped

Plain text dialogue with inline set, run, and when lines for game logic.

·Choices, conditions, and events

Shipped

Player choices, condition gates, and event blocks with autocomplete and validation.

·Subgraphs

Shipped

Nested graphs that are structurally complete at every level, with breadcrumb navigation and scoped variables.

·Schema-versioned JSON export

Shipped

Flat node arrays, typed exits, expression ASTs, and graph parameters.

·GAS-inspired action system

Shipped

UNarrativeAction base class with async Begin/Complete/End lifecycle in C++ or Blueprint.

·C++ expression evaluator

Shipped

AST tree-walker for conditions, interpolation, and set statements at runtime.

·State providers and services

Shipped

Variables as UPROPERTYs accessed via reflection. No special base classes required.

·Live registry sync

Shipped

UE plugin scans entity components at editor time, pushes live types to NarrativeStack.

·Graph parameters

Shipped

Developer-defined scene metadata per graph - location, time of day, character placements - exported as typed structured data.

·Live debug sessions

Shipped

UE plugin streams the runtime cursor to the web editor. Step, pause, and inspect state in a running game.

·In-browser play mode

In progress

Play through branching dialogue without launching Unreal. All conditions and interpolation work.

·Static analysis

In progress

Detect dead variables, unreachable nodes, loops, and contradictory conditions.

·Real-time multi-user editing

Planned

Conflict-free CRDT-powered editing with live cursors and selections.

·Roles and permissions

Planned

Owner, Editor, Writer, and Viewer roles per project, server-enforced at every API call.

·Project organization

Planned

Projects, graphs, and infinitely nested subgraphs with breadcrumb navigation.

·Localization

Planned

Translation overlay, untranslated string highlighting, CSV export/import, and runtime language switching.

·Character system

Planned

Character sheets, expression-keyed portraits, voice actor references, and NPC response banks.

·Pre-production

Planned

Beat sheets, character profiles, and relationship maps that promote directly into dialogue graphs.

·Integrated bug reporting

Proposed

Capture bug reports with screenshot, game state, and full path history in one keypress.

·Test coverage analysis

Proposed

Node, branch, and choice coverage aggregated across all playtest sessions.

·VO inventory

Proposed

Automatic dialogue count by character, always in sync with the graph.

·Studio-ready actor scripts

Proposed

Per-character scripts with scene context, cue lines, and direction.

·Recording status

Proposed

Per-line recording states with auto-detection when text changes after recording.

·Asset catalogue

Proposed

VO recordings, character art, location references, music cues, and SFX linked to the nodes, characters, and scenes they belong to.

·Production dashboard

Proposed

Content completion, VO progress, and testing metrics in one view.