Godot Dialogue Plugin
A free, open-source dialogue plugin for Godot 4 - powered by StoryFlow Editor.
Import branching dialogues directly into your Godot projects. Pure GDScript plugin with typed signals for dialogue display, player choices, characters, audio, variables, save/load, and real-time sync with the editor. Perfect for RPGs, adventure games, visual novels, and any project that needs interactive narratives.
Features
- Native GDScript plugin - no C# or external dependencies required
- Import and run StoryFlow Editor projects directly
- All 160+ node types supported including branching, loops, and arrays
- Character system with portraits, names, and per-character variables
- Built-in audio playback with looping and volume control
- Save and load system with slot-based JSON persistence
- Live Sync with the StoryFlow Editor via WebSocket
- Default dialogue UI scene included and fully customizable
- Free and open-source plugin
Frequently Asked Questions
Yes! The Godot plugin is completely free and open-source. You can use it in any project, including commercial games, without paying any licensing fees for the plugin itself.
Yes, the plugin is a runtime that plays dialogue files created with StoryFlow Editor. You'll need StoryFlow Editor to create and edit your branching narratives, then export them for use with the Godot plugin. Check our pricing page for editor options.
Follow the Installation guide to set up the plugin, then work through the Quick Start tutorial to get your first dialogue running in minutes.
The plugin requires Godot 4.3 or later. It uses GDScript features introduced in Godot 4.3+ and is not compatible with earlier versions.
Absolutely! The plugin is released under a permissive open-source license. You're free to use it in commercial projects, modify the source code, and distribute games that include it.
Yes, the plugin includes a default dialogue UI scene that you can restyle, extend, or replace entirely. You can also build your own custom UI from scratch - the component broadcasts all dialogue state via signals that any Control node can listen to.
Join our Discord community where you can ask questions, report bugs, and connect with other developers.
The current plugin is written in pure GDScript, which works seamlessly with both GDScript and C# projects. A dedicated C# version of the plugin is something we may consider in the future based on community demand.
Yes, we're committed to maintaining and improving the plugin alongside the StoryFlow Editor. As an open-source project, the community can also contribute features and improvements.
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