Authoring

Every page in this section describes a surface you use to build a project. Read them in order the first time through, then treat each page as reference for whichever surface you are touching. The world-layer trio (World Graph, Encounters, Locations) is optional; skip past it if your project is pure dialogue.

Node Graph is the editor’s default graph: nodes as cards, connections between them, an inspector for whatever is selected. Learn this first; every other authoring surface reuses its conventions.

Branching dialogue is the pattern most of your writing takes on the Node Graph: setting captions, offering choices, and wiring the flow between them.

Simulator plays a project the way a player will. Use it to walk through what you have built and confirm the flow behaves as you intended.

Path tester walks every reachable branch automatically and reports coverage. It is the tool for catching unreachable content and dead-end paths.

Validation flags structural and expression problems the moment you type, without waiting for a playthrough. It is the always-on companion to Simulator and Path tester.

World Graph is the second graph mode. Where Node Graph shows dialogue flow, World Graph shows the map of places a player can move between. Skip this and the next two pages if your project is pure dialogue.

Encounters are the shapes that live inside world graph nodes: the situations, scenes, or interactions that fire when the player arrives.

Locations are the endpoints of the world graph, the places encounters attach to and the player moves between.

Audio cues wire sound into the project: line reads, music, one-shots. Each cue has its own inspector for triggering, scope, and layering.

Media covers video and image assets, from adding them to a project through referencing them in the play-sequence event.

Activities are the mini-game-shaped content type: a bounded interaction that pauses the flow, collects input, and resumes with a result.

Skill checks roll against a character skill with configurable modifiers and DC. The result branches the flow.

Localization covers translating a project into other locales, from marking source text through importing translated overlays.

Tests are the deliberate rigor pass: writer-authored scenarios pinned to specific expressions that assert what the runtime should return under specific inputs. Read this last; it presumes you have content to test.

Docs last synced: 2026-07-08
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