Build your first story from one world detail
Start with one detail about a place or character. Connect it to a choice, then let that choice change the next scene. That is enough for a small game. Begin with a blank project or adapt a template, and add dice, combat, characters, or AI assistance when you need them.
Change one thing and play it through
- Write a detail about a place or character: perhaps lighting a lighthouse requires someone’s memory.
- Connect it to an action’s conditions, costs, and effects. Descriptive text alone does not execute a rule.
- Define the cost and another route when the player declines it.
- Make the choice in preview and inspect how the next scene’s people, places, or actions change.
- Check the required screens and Korean/English content, export a standalone game, and play the same path again.
You can also use the editor just to organize a world. You do not have to follow a setup wizard or work toward a completion score.
Recommended configurations
These configurations are planned inside the single starter-template catalog. Story content, a bundle of play settings, and the amount of editing guidance are separate choices, using the same project format.
| Configuration | Starting and playing | Settings to coordinate |
|---|---|---|
| Solo narrative | Conditions and choices without a GM; no character required by default | Local saves, text or scene-focused screens, optional characters |
| GM-led cooperative | A GM and players start with prepared character candidates | Shared travel, proposals and affected players’ consent, server saves, RP/OOC/whispers |
| Automated party | Registered rules without a GM; one character per player by default | One vote per player, canceled proposals and reselection on ties/timeouts, safe absence handling |
An automated party must not wait for an approval only a GM can supply. Shared world proposals use registered candidates, constrained inputs, and agreement. A majority vote cannot replace individual consent to a promise or sacrifice. Parties and decision rights
When changing configurations, you will be able to compare your settings with the recommendations and apply only what you need. Advanced edits and active campaigns will be preserved. Moving a game already in progress to a new version requires a separate migration step.
Each sample has a distinct purpose
| Material | Planned purpose |
|---|---|
| A Small Errand | Learn by changing one detail, line, or condition and seeing it in the next scene; playable without images |
| A Lighthouse Lit by Memories | Validate world laws, relationships, promises, and lasting consequences through choices and epilogues |
| Noncombat mystery, tactical adventure, long faction campaign | Validate the full engine’s expressive range and standalone exports |
| Existing The Dark Lighthouse | The alpha’s checks, combat, and branching sample; separate from the new basic story template |
The new samples are still being made and are not available to download. Playtesting will help us adjust values and rewards and see whether the stories are enjoyable.
Start with the current demo
Follow the Quick start for the public demo’s actual menus and samples. The complete three-configuration workflow and new samples are development goals. Development stages distinguish the first-release goals from later expansion.
Choices the world remembers · Starter content · Testing and release