Game writing software for stories that branch.
Keep the design document, quests, branching dialogue and levels of your game in one project, linked to the characters, factions and places they belong to. Built for narrative designers, writers on small teams and solo developers.
Quests
Harrow Point
- Across the Strait3 of 5Main quest, given by Ferryman
- The Lamplighter's Debt1 of 3Side quest, given by Old Wenna
- Salt in the WellsDraftSide quest, given by Harbor master
Dialogue trees with state you can see.
Branching dialogue is built from a few kinds of node: lines, player choices, conditions that check the game's state, nodes that set a variable, jumps to another part of the conversation, random picks and ends. Each line has its own line ID, which keeps voice recording and localization sane.
Conditions and variables are written into the tree, so you can read a conversation and know which branches a player with the harbor pass will never see. That makes it easier to keep the tree small where choices are flavor and wide only where they matter.
- Choices can be gated by conditions and change variables when picked.
- Speakers are the characters already in your project.
- Quests link to the conversations, locations and levels they use.
Ferryman, first meeting
Dialogue tree
Ferryman
Crossing's closed. Storm's coming.
Pay double.
gold -20Show the harbor pass.
needs: harbor_passset: ferryman_trustsLeave.
Quests, levels and the design document.
The pieces a narrative designer keeps track of, each with a draft-to-done status so the team can see what is ready.
- Design document
- Pitch, design pillars, genre, platforms, audience, rating, engine, comparable games and the core loop, kept as a living document in the project.
- Quests
- Main and side quests with a quest giver, prerequisites, objectives, stages, rewards, journal text and links to the dialogue, locations and levels involved.
- Levels
- Order, setting, objectives, encounters, placed items, connections to other levels and a quick grid sketch of the layout.
- 3D assets
- Attach concept art and 3D models to characters, levels and items from the project's asset library.
- World
- Characters, factions, creatures, skills, attributes, items, maps and an encyclopedia are all available in a game project.
Models, art and audio next to the design.
Concept art, 3D models, reference images and audio live in the project's asset library, so the level that needs the ferry model and the quest that needs the foghorn can point to the same files the artists are updating.
Every writer gets 5 GB of storage. Large files, such as high-poly models or video references over 25 MB, upload through Rapidfile.
Harrow Point
Assets
lighthouse_v03.png
Concept art
ferry_boat.glb
3D model
foghorn_take2.wav
Audio
cliff_reference.mp4
Video
Quests that read like a story.
A list of quests tells you what exists. A story diagram tells you whether it adds up: where the main quest turns, which side quests feed the climax, and which threads are set up and never paid off. Story diagrams work in game projects with a template for quest structure, or a blank canvas.
Questions about Game Studio
Is Aevon a game engine?
No. Aevon is where the story and narrative design are written and organized. Your game is built in the engine of your choice.
Can several writers work on the same game project?
Yes. Invite collaborators as editors or viewers. The project owner can require approval for changes, so edits are reviewed before they replace the current version.
Can I add the Game Studio to a novel or comic project?
Yes. Any module can be added to any project, and a project can be converted to the Video game type without losing anything.
Can I keep 3D models in Aevon?
Yes. 3D models, concept art, audio and video go in the asset library, with 5 GB of storage per writer and Rapidfile for files over 25 MB.
Guides for this work
- Writing Branching Dialogue for Games Without Losing Control
Learn to structure branching game dialogue with bottlenecks, hubs, flags and callbacks so choices feel meaningful and the tree stays writable and testable.
- Quest Design for Narrative Designers: Goals, Stakes and Structure
A practical guide to quest anatomy, main and side quests, fetch quests with motive, quest states, failure, journal text and documenting quests in a design doc.
Also in Aevon
- Comic Studio: Pages, panel layouts, art, lettering, script sync and PDF, CBZ or webtoon export.
- Script Studio: Screenplay format, beat board, breakdowns, shot lists, storyboards, Fountain and FDX.
- Musical Studio: Book and lyrics together, song list, running order and demo audio.
- Story diagrams: Plot diagrams and story structure maps for every project type.
- Asset library: Concept art, references, 3D models, audio and video with the story they belong to.
- MCP server: Connect Claude, Cursor and VS Code to your projects with revocable access tokens.
Write the game before you build it.
Create a game project and start with the design document, or with the first conversation.
Start a game project