For game writers

Write your game's story in layers.

Every idea is a card, every card opens into a board, as deep as the story needs.

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Layers

One idea, as deep as it needs to go.

Open a card and it is a board; open that one, and keep going.

  1. Story
  2. Act I — The Quiet Harbour
  3. Landfall
  4. Arrival at the harbour
  5. Oleander greets Ren

Keep scrolling to go deeper

Kinds

Twelve kinds of card, each with its own questions.

A Scene asks for a goal and its flags; a Character asks how they speak.

    Ask Claude

    Fill the gaps, with your own key.

    Presets for every kind of card, and your own Anthropic key, encrypted on the server.

    CharacterRen
    Saltmere › Ren
    Ask Claude
    Ask about Ren…
    Pick a preset, or ask a question.
    AppendReplace bodySave as card

    Ready for the engine

    Flags your code can read.

    Export the flags manifest, the dialogue script or the whole tree, straight into the game.

    saltmere-flags.json
    {
      "key": "met_harbormaster",
      "type": "bool",
      "default": false,
      "setBy": "Arrival at the harbour",
      "readBy": "",
      "path": "Saltmere / Act I — The Quiet Harbour / Landfall / Arrival at the harbour"
    }
    saltmere-dialogue.md
    ## Oleander greets Ren
    sets: met_harbormaster
    
    Oleander: Licence.
    Ren: [slides it over] Fresh from the guild.
    Oleander: [does not look at it] The guild seal is blue this year.
    > Choice: "It was blue when I left."
    > Choice: Say nothing.
    • Flags manifest .json
    • Dialogue script .md
    • Story tree .json
    • Outline .md
    • Full backup

    Yours

    Runs where you run it.

    Unseen Media runs app.strattory.com; your story never leaves the server it lives on.

    • Self-hostedOne process, one SQLite file.
    • Your own keyEncrypted, never shared.
    • PortablePlain JSON and Markdown.

    Begin

    Start with one card.

    Write the premise, add the first act, and keep going down until you reach the flags.