Write·For narrative designers

Write dialogue that branches.

A visual canvas for dialogue graphs with a writing-first syntax. Choices, conditions, events — all authored as text, rendered as a graph.

Visual Canvas

Node-based graph editor

Drag and drop dialogue nodes on an infinite canvas. Connect edges between choices, conditions, and events. Navigate subgraphs with a breadcrumb trail — every graph is structurally complete at every level.

# Arthur reveals the house.

Arthur: "Welcome to your new home!"

Mary: "Ok, enough joking. What's the deal?"

when mary.suspicious == true

set mary.knows_about_house = true

Writing-First Syntax

Type dialogue, add logic inline

Write dialogue as plain text. Add set, run, and when lines for game logic. Mark choices with an exit block. The editor classifies lines as you type — no mode switching, no block pickers.

Branching

Choices, conditions, and events

Author player choices with amber-coded handles, condition gates with when expressions, and event blocks that pause for game triggers. All inline in the same node, all with autocomplete and syntax highlighting.

Main StoryAct IIHouse Tour

Graph

Act II — Discovery

Subgraph

House Tour

Composition

Subgraphs

Nest graphs within graphs to any depth. Each subgraph is structurally complete with its own begin and end nodes. Navigate with breadcrumbs, scope variables locally or share them globally.

Act I

Mary arrives at the house. Arthur gives the tour.

Act II

Suspicion grows. Mary discovers the closet.

Act III

Confrontation. Three possible endings.

Pre-production

Start before your first line of code

Character profiles, relationship maps, and beat sheets — all in NarrativeStack. When you're ready to write, beats promote into dialogue graphs. No migration, no copy-paste. The team never migrates to NS — they start in NS.

Roadmap

Write·Node-based graph editor

Shipped

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

Write·Writing-first syntax

Shipped

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

Write·Choices, conditions, and events

Shipped

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

Write·Subgraphs

Shipped

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

Write·Pre-production

Planned

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