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For demo 0.8.0 · Reviewed 2026-09-22

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Scenes and actions

A scene is a passage the player reads. An action is a choice they select. Actions lead to other scenes and can change the outcome through checks and effects.

Scene and action editing in Story
Select a scene under Story and edit its text and actions. Rendered from the demo 0.8.0 UI with example data. Open full-size image (new tab).

Create a first scene

  1. Choose Story → + New scene.
  2. Enter a title, type, and body.
  3. Link relevant lore through World IDs, separated by commas.
  4. Select Apply, then Set as start if this is the opening scene.
  5. Save and create the other scenes and endings.

Scene titles and IDs are different. Use the ID displayed in the scene editor when entering an action’s destination.

Make a two-choice branch

Create an arrival scene and separate lighthouse and channel routes.

  1. Choose + Add action in the arrival scene.
  2. Enter “Head toward the lighthouse” and the lighthouse route’s next scene ID.
  3. Apply, then add “Inspect the channel” pointing to the other route.
  4. Validate that each route leads to an ending or another valid scene.

Use the same method to connect components added to an existing story.

Conditions, checks, and effects

Part Question Example
Condition Can this action be selected? Does the player have at least one key?
Check Did the action succeed? Is d20 plus persuasion at least the target?
Effect What changes as a result? Give an item, advance a quest, change a variable

The action form provides Check dice, Attribute, Target, and Failure scene ID. Use the Expression builder for compound conditions and calculations. Apply a new action, then reopen it to access the builder.

Conditions do not roll dice. Use checks for random outcomes, and test both success and failure destinations.

Images and combat

Import backgrounds and portraits through the scene’s image controls. Valid imported project images are included when exporting.

Use Advanced · translations · combat and the combat settings in Game data when adding combat. A combat component is a useful starting point for checking victory, defeat, and escape routes before replacing the content.

Check through play

Current player showing scene text and a choice
Read the scene and select actions to verify the actual flow. Rendered from the demo 0.8.0 UI with example data. Open full-size image (new tab).
  • The correct scene starts, and its text and images appear as intended.
  • Choices behave correctly when conditions are met and unmet.
  • Success, failure, and post-combat routes remain connected.
  • Endings are reachable, and item and quest changes are correct.

Next: Rules and expressions · Play and export

Coming later: story checks

We are working on tools to find paths through a story when every check fails, every cost is declined, or an essential character is absent. Players will also be able to see a choice’s cost before confirming it. See A world that remembers.

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