Engines & export
Where your story ends up
A narrative tool is only useful if the writing reaches the game. TaleShard syncs into Unity and Unreal as typed data — not as a text file you have to parse yourself — and hands you the whole project in an open format for everywhere else.
Engines
Plugins, and an escape hatch
Unity
AvailableA dedicated plugin that brings your story into your project — synced from inside the editor, with types generated from your world.
- C# types generated from your own definitions
- Synced from inside the editor, no export step
- Tables and entities materialized for runtime
Unreal
AvailableThe same plugin for Unreal, wired through the runtime, the editor, and Blueprints.
- C++ types generated from your own definitions
- Runtime, editor, and Blueprint integration
- Tables and entities materialized for runtime
Everything else
Open formatNo plugin for your engine? Take the whole project as a portable archive and read it with anything that parses structured data.
- Full project export and import
- Media travels with the project
- Readable, inspectable output
Our own games
Three games we built, two engines
Built to show the plugins at work, and free: each will be published as a GitHub repository.

Built in Unity
Starshined
A roguelike deckbuilder aboard a derelict ship.

Built in Unity
Extraction
An isometric sci-fi RPG with turn-based fights.

Built in Unreal
Breakthrough
A roguelike shoot-'em-up with a hub, events and a crew.
As written, as played
The same thing, on both sides
Starshined· An event

In TaleShard
The opening scene and a Choice with four ways out, one of them through a Gamble — node types the project defined for itself.

In Unity
The same picture, the same four choices. The art is the game’s; the event is the board.
Extraction· A conversation

In TaleShard
Ryn’s line and the three ways out of it. Each speaker’s colour is a field on their character.

In Unity
The same lines, the same three options, the same colours in the log.
Breakthrough· A decision

In TaleShard
Silas asks, on a timer. Each answer runs a one-line script: drifter trust +1, or +40 salvage.

In Unreal
The same question, the same two answers with their costs, the same timer.
Proof, not a promise
The same records, running as a game
On the home page all three games have their trailers, and each names the records you can check. In Starshined, Overcharge Shot is a card record whose text the game builds from its effects, and the Keeper's first line is voiced in English and Italian from the same board. In Extraction, the ability Plasma Arc and each speaker's colour in the dialogue log are records you can find in TaleShard. In Breakthrough, Mara's "Welcome to the Wharf" is a line on a board you can see voiced, and the upgrades on Vesna's stall are the project's own entities. Not a mock-up, and not a re-creation. Check the through-line yourself.
Import and export
Getting work in and out
Your narrative should never be trapped in one vendor's database — ours included.
Localization
Out and back · Excel (.xlsx), XLIFF
Every translatable string across boards, entities, and documents. Split by board or by definition, with per-language progress, and imported back when the translations return.
Project archive
Out and back · Portable archive
Boards, entities, documents, and media in one file. Import it into another workspace, or keep it as your own backup.
Screenplay import
In · Final Draft (.fdx), Fountain
Bring a screenplay in as a graph: each scene becomes its own board, its lines become the nodes, and characters are matched to your entities.
Need an engine we do not cover?
Which engines get a dedicated plugin next is decided by what people actually ask for. Tell us what you build in and it goes on the list that shapes the roadmap.