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Narrative design, composed

Write branching stories without losing the plot.

A collaborative workspace for interactive and branching narrative โ€” games, interactive fiction, stories that fork. The node types, the views and the tables are yours to define, not ours.

The problem

Your story is currently six files in a trench coat

Branching narrative gets made across a spreadsheet, a flowchart tool, a folder of JSON and a document nobody has opened since March. Nothing agrees, and every change has to be made four times.

Today

characters.xlsxdialogue.tweelore.docxworld.jsonexport.pynotes.md
  • The same character described in four places, none of them agreeing
  • Every change is a handoff, and every handoff is a delay
  • Nobody can play the story without a build

With TaleShard

Characters ยท items ยท locationsBoards ยท dialogue ยท branchesLore documentsUnity ยท Unreal
  • One definition per character, read by everything else
  • Writers and developers in the same file, at the same time
  • Play any branch in the browser, then ship it to the engine

How it works

From a folder of notes to a story that runs

Four steps, one workspace. The data you define in the first step is the data your game reads in the last one โ€” nothing is re-entered along the way.

  1. Step 01: Bring your world in

    Characters, items, locations โ€” defined as typed data with the fields you choose, or imported from the spreadsheets you already keep.

  2. Step 02: Write it together

    Boards for structure, documents for prose, live carets for everyone else in the room. Undo that follows whatever you are editing.

  3. Step 03: Play it in the browser

    Walk the story the way a player will โ€” every branch, every condition, against your real data. No build step, no engine round-trip.

  4. Step 04: Ship to your engine

    Unity and Unreal plugins with generated types that match your world, synced from inside the editor.

The workspace

A whole branching story, in one place

Not a flowchart app with story features bolted on, and not a word processor pretending to handle structure. A workspace built around how branching narrative actually gets made.

Scale you can still read

Boards stay smooth at hundreds of nodes. Nest scenes inside scenes, jump between them with breadcrumbs, and keep the whole act in view when you need the shape of it โ€” or zoom into a single line when you don't.

One conversation board from a shoot-'em-up, whole: 119 connected cards โ€” a character's talk with every branch, condition and reply โ€” with four writers selecting and pointing at cards across it.
One conversation, 119 cards, whole
  • Logic that holds up

    Conditions, variables and expressions with autocomplete, hover docs and errors caught as you type โ€” aware of the types you defined.

  • Play it in the browser

    Walk your story the way a player will, as a visual novel, a chat, or a book. No build step, no engine round-trip.

  • Ship to Unity and Unreal

    Real plugins, not a JSON dump. Sync from inside your editor, with generated types that match your world.

  • Localization built in

    Every string, every language, exported to Excel or XLIFF and imported back. Translation is a workflow, not an afterthought.

  • Give every line a voice

    Design a voice for each character, cast them per language, and approve a take for every line โ€” then hand a real studio the recording script. Music and sound effects too.

  • An assistant beside your work

    Thalia docks next to the board or document you have open, reads what you selected, and can extend it. One click reverts a whole session.

Make it yours

Built to be bent to your process

Not one opinionated shape you work around. Define your own node types, your own views, your own tables โ€” and keep every one of them editable.

Node types

Every node is yours to define

There are no built-in node types any more. A dialogue card, a branch, a wave of enemies โ€” each one is a definition you can open, edit and rebuild, or take from a library of packs and make your own.

  • Design the card: fields, how values are shown, colour, layout
  • Take types from a library of packs, then own them
  • Four card styles โ€” Standard, Compact, Manuscript and Rig
  • Share a type by copying it โ€” the definition is the format
The node type builder: the project's own node types listed on the left, the Branch type's structure stack beside them โ€” header items, then an IF row, else-if rows and an ELSE row โ€” the settings that give it a name, an icon colour, a fixed width and a card shape, and a live preview on the right showing the if/else card those choices produce on the canvas.
Authoring a node type

Entity views

One definition, as many views as you need

A character is data. How that data reads is a separate question โ€” and one answer is never enough. Build a form for editing, a codex page for reading, a stat sheet for balancing, all over the same fields.

Form vs
Ryn Zhao rendered as a data-entry form: labelled fields in a grid, every value editable.
The same character as an editorial codex page โ€” lead portrait, prose sections, and a details infobox.
FormCodex
Drag to compare โ€” same character, same fields
  • Form, Grid, Codex and Sheet presets to start from
  • Every view stays editable โ€” never a read-only export
  • Switch view from the item itself
  • Style knobs cascade per block, not per view

Collaboration

Written together, undone safely

Several writers on one board, each with a live cursor, and in documents a live caret in the prose. Undo follows what you are editing: one shared history across boards and data, and its own for every open document.

A TaleShard story board: dialogue cards with character portraits, a branch condition, script nodes, and a grouped scene with concept art โ€” with four collaborators' cursors on the canvas.
Four writers, one board
A screenplay document being edited by four people at once, each with a coloured caret in the prose and a name pill in the margin.
And four in one scene
  • Live carets, selections and presence everywhere
  • One shared undo history across boards and data, one per document
  • Hover a history entry to reveal what it touched
  • Documents keep a version history you can restore from

From your draft

Your scene, as a playable board

Hand over the document your dialogue already lives in and get the board back with the dialogue still in it: every line in its own node, attributed to the right speaker, branching where you wrote it. Your words, moved, not rewritten.

  • Every line carried over verbatim
  • Speakers matched to your characters, portraits included
  • The options you listed become real branches
  • A preview first: nothing lands until you apply it
A short scene written as a document, Ryn, Lena and Marco at a sealed lab door ending on two options, converted from the assistant dock with From Document. A preview of the board appears, Apply is pressed, and the new board opens: one Dialogue node per line, each with its speaker's portrait, and the two options splitting into their own outcomes.
A written scene, then the board it becomes

In the engine

The same data, running as a game

Three games built on TaleShard โ€” two in Unity, one in Unreal. Not mock-ups and not exports: the characters, lines, items and fights are records authored in TaleShard, synced into the engine.

Built in Unity

Starshined

A roguelike deckbuilder โ€” a salvage crew aboard a derelict ship, a hand of cards each turn, and a bar to come home to between runs.

A card fight in Unity: the Breacher plays Overcharge Shot โ€” "Deal 6 damage. Overcharge 1: Deal 9 damage." โ€” against a Shield Drone and a walking turret, each with its next move shown over its head, her hand of cards along the bottom.
Cards and enemies, in a fight
The bar in Unity: the Keeper, a white-haired woman with a mechanical arm, behind her line โ€” "First time? Sign the Guild sheet. Donโ€™t touch anything that hums."
A line, voiced

See an event from Starshined in TaleShard, beside the game โ†’

Built in Unity

Extraction

An isometric sci-fi RPG with turn-based fights โ€” a research station, a containment breach, and a crew that has to get out.

A turn-based battle in Unity: Ryn Zhao, Lena Mensah and Marco Martinez in a wrecked lab against three Scouts, Marco firing his Plasma Arc ability, a combat log in the corner.
Abilities, in combat
Exploring the lab in Unity: a dialogue log beside the isometric scene, Lena Mensah, Ryn Zhao and Marco Martinez arguing over a research terminal, each name in its own colour, ending on the player's three choices โ€” download, destroy, ignore.
A conversation, and a choice

See a conversation from Extraction in TaleShard, beside the game โ†’

Built in Unreal

Breakthrough

A roguelike shoot-'em-up โ€” a hub to come home to, a crew to talk to, and three sectors of fights between.

A boss fight in Unreal: the Warden, a fortress over a sea of ink clouds, throwing rings of magenta bullets around the player's small ship.
A Wave, being flown
Vesna's stall: Vesna's portrait beside a list of upgrades for sale โ€” Thruster tune, Rapid feed, Overcharged coils, Heavy plating โ€” each with its stat and price in salvage.
Entities, on a shop counter

See a decision from Breakthrough in TaleShard, beside the game โ†’

All three games will be published as GitHub repositories, so you can open them and see exactly how they are wired.

Sync from inside the editor and the story is in your project. The plugin generates types from your own definitions, so a field you add is a field your code can read โ€” no hand-written parsing, no schema kept in two places.

Who it's for

Built for the people who keep the story straight

Branching narrative is made by teams that rarely share a job title. These are the three we built for first.

  • Writers & narrative designers

    Structure that holds a script

    You were handed a flowchart tool built for programmers, or a word processor with no idea what a branch is. Neither one survives act three.

    • Conditions you build, not a syntax you learn
    • Prose in a real document editor, not in node labels
    • The whole act visible when you need its shape
    What it does
  • Solo devs & small studios

    One pipeline instead of five

    A spreadsheet for stats, a flowchart for dialogue, a folder of JSON, and an exporter you wrote at 2am and now maintain forever.

    • Typed project data your engine gets as real types
    • Unity and Unreal plugins, synced from the editor
    • The whole project as a portable archive, any time
    Engines & export
  • Educators & students

    Coursework that leaves with them

    Nothing to install in a lab, no per-seat licence to argue for, and no student losing their work to a semester expiring.

    • Free for accredited institutions
    • Browser-based โ€” nothing for IT to deploy
    • Real-time group projects, exports that outlive the course
    For education

Where we are

Pre-launch, and building in the open

No user-count to quote yet โ€” we'd rather show you the workspace and the roadmap than a number. Everything here is on the public roadmap, and the screenshots on this page are the real editor.

24
capabilities shipped
in the workspace today
5
coming next
decided in the open

Already working

  • Visual canvas editor with minimap, multi-select, and node types you define yourself
  • Real-time collaboration (paid plans) with cursors, presence, and team-safe undo
  • Unity plugin with generated types, synced from inside the editor

Coming next

  • Godot integration, alongside the Unity and Unreal plugins
  • Custom roles with your own permissions, on the Team plan
  • Import from other interactive-fiction and narrative-design tools
  • Guided board generation with live preview
  • Better ways to keep track of plot state across a branching story

Join the waitlist and tell us which of these matters most, while the order is still cheap to change โ€” replies reach a person, not a form.

Make it yours

Your workspace, your palette

Ship with the house theme or rebuild it. Every surface, accent and border is a token you can edit live โ€” and your choice is yours alone, not the project's.

  • The same character view rendered in the TaleShard Editorial theme.
    TaleShard EditorialDefault
  • The same character view rendered in the Prism theme.
    Prism
  • The same character view rendered in the Classic theme.
    Classic
  • The same character view rendered in the Obsidian theme.
    Obsidian
  • The same character view rendered in the Catppuccin Mocha theme.
    Catppuccin Mocha
  • The same character view rendered in the Daylight theme.
    DaylightLight

Plans

Simple, transparent pricing

Start free. Upgrade when you're ready. No surprises.

MonthlyAnnual Save 17%

Free

$0

Perfect for jams, experiments, and small projects.

Join the waitlist
  • Full visual editor
  • World modeling with characters, items, and traits
  • Scripting editor with autocomplete
  • Play mode with live CSS editor
  • 125 AI credits / month
  • Project export & import
  • Solo use
  • Community support
Most popular

Pro

$15/mo per seat

billed annually

For solo devs and individual writers.

Join the waitlist
  • Everything in Free
  • Lore documents alongside your boards
  • Spreadsheet views over your world data
  • Real-time collaboration
  • Unity engine sync
  • Unreal engine sync
  • In-app translation with per-language progress
  • Admin / Editor / Viewer roles, viewers free
  • 500 AI credits / month
  • Email support

Team

$25/mo per seat

billed annually

For studios with multiple writers and complex narratives.

Join the waitlist
  • Everything in Pro
  • Localization export & re-import (XLIFF, Excel)
  • Public play links โ€” share a playable story on the web
  • 1,250 AI credits per user / month
  • Priority support

Enterprise

Custom

For organisations that need TaleShard on their own infrastructure.

Contact us
  • Everything in Team
  • On-premise deployment
  • Volume seat pricing
  • Full AI control
  • Onboarding and team training
  • Custom terms, invoicing, and SLA
The Free plan needs no cardCancel a paid plan anytime

Pre-launch pricing. These are the prices we intend to charge when TaleShard launches. If they change before then, everyone on the waitlist hears it from us first โ€” and nothing is ever charged without you choosing to subscribe.

Teaching a course? TaleShard is free for accredited institutions โ€” see TaleShard for education.

Questions

Frequently asked questions

Everything you need to know about TaleShard.

When can I actually use TaleShard?

TaleShard is pre-launch โ€” accounts aren't open yet, so the waitlist is the only way in right now. Invites go out in small waves, and each one opens a free beta with the full Team feature set for at least a month. Joining puts you in the queue rather than at the front of it: we can't promise everyone an invite, or a date.

Do I need to code?

No. Conditions, variables and branching are built by picking, not typing โ€” you choose a variable, choose a comparison, and add conditions or groups; the same builder assembles assignments, engine commands and if/else branches from a menu. There is a code view for people who prefer to type, with autocomplete and live error checking, but nothing in the product requires it.

How does collaboration work?

Free is a single-user plan. On a paid plan you invite people into your organization and work in the same project at once โ€” you see each other's cursors and selections, changes merge as they happen, and undo survives your collaborators rather than pulling their work back with yours. Each person who can edit takes a seat on your plan and you can add as many as you need; there is no cap. People who only need to read are free and take no seat.

What engines does TaleShard integrate with?

Unity and Unreal, on Pro and above โ€” each gets a dedicated plugin with generated types, synced from inside the editor, so the story in your game is one click from current. Godot is next on the roadmap. Whatever you use, complete project archives and clean JSON export are on every plan, including Free.

How does localization work?

Two ways. On Pro and above you translate inside TaleShard โ€” each language sits beside the master text in the same editor, with per-language progress as you go. On Team you can also run the round trip: export every translatable string as XLIFF or Excel, send it to your translators, and import their work back when it returns. Formatting and character mentions travel as locked placeholders, so a translator cannot accidentally break them.

Is my work locked in?

No. Complete project archives and JSON export are on every plan, including Free โ€” getting your work out is not a paid feature and not a support ticket. What you write and the project data you build are yours; we don't take a cut of anything you make with them.

Can I self-host?

Yes, on Enterprise. The self-hosted and hosted versions are built on the same storage interface, so the feature set does not fork by deployment โ€” running TaleShard on your own infrastructure does not mean running a cut-down version of it. Get in touch and we will scope it with you.

Is there a mobile app?

No. TaleShard is built for desktop and web โ€” writing branching narratives is a big-screen job.

Ready to craft stories players will never forget?