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Features / Visual Scripting

Write Your Story as a Graph

Connect dialogue, choices and logic as nodes on a canvas. You see the whole story at once, and you never write a line of code.

The StoryFlow Editor canvas with dialogue and logic nodes connected into a branching story
A branching scene on the canvas.

How It Works

Dialogue and logic on one canvas

No Code

Logic is built by connecting nodes

Instant Play

Test a scene without exporting

Typed

Variables and pins that only fit where they belong

Nodes

A dialogue node holds a line and its choices. Each choice is a wire to what happens next.

Add a branch to check a condition, a variable to remember a decision, or a random node to vary a reply. The structure of the story is the picture in front of you.

  • Dialogue, choices and text blocks
  • Branches, conditions and random picks
  • Loops, arrays and maps

Dialogue

"Will you help us?"

Branch

Courage > 3

True

"I will."

False

"Not yet."

Variables

Stories need memory. Variables track what the player did, and conditions read them to open or close a path.

Every variable has a type, and a pin only accepts a wire of the same type. Mistakes show up while you wire, not while you play.

  • Booleans, numbers, text and enums
  • Characters, images and audio
  • Local to a script or global to the project
The variables panel in StoryFlow Editor listing typed variables

Play in Editor

Press Play and walk through the scene you just wrote. There is no export step between an idea and seeing it run.

The runtime follows the same graph your game will, so what you test is what ships.

  • Start from the beginning of a script
  • Watch variables change as you play
  • Fix a line and play again
A story playing inside StoryFlow Editor

Search

Find a half-remembered line in a graph of hundreds of nodes. Matches are highlighted on the canvas and you step through them one at a time.

Project-wide search and a references view cover the times when you do not know which file to open.

Search inside a script in StoryFlow Editor with matches highlighted on the canvas

Built for Big Stories

What keeps a large graph manageable

Flows

Wrap a piece of logic into a flow and reuse it wherever you need it.

Scripts that call scripts

Split a story into files and run one from another, so no single graph grows out of hand.

Comments and reroutes

Label a region of the graph and bend wires around it to keep the layout readable.

Characters

Give a line a speaker with a name, a portrait and variables of their own.

Audio and images

Play voice and music, and change the background, from the same graph as the dialogue.

Data from databases

Read and write database values from a script, such as the price of an item.

Documentation

Guides for the canvas and its nodes

Questions

No. Dialogue, conditions and variables are all nodes you connect. There is no scripting language to learn.

As big as you need. Split it into scripts, reuse logic with flows, and use search and references to find your way around.

Yes. Play in Editor runs the story inside the editor, using the same runtime as the exported game.

Yes. The free plugins for Unreal Engine, Unity and Godot play the scripts you export, including variables and conditions.

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