Hi all — I’m Thornbrooke, developer of iFStudio, a plugin for the Unity 6 Editor that lets you author choice-based interactive fiction visually and export it as a single self-contained HTML file. My proof-of-concept title, Mourning Star (a Frankenstein retelling), is being built entirely in the tool to keep me honest about what it actually needs.
Some questions answered
Do you need an account to write? No. iFStudio is a desktop tool. However, You do need Unity installed (the free tier is fine), which means a Unity account and a fairly heavy install. The goal is to develop a standalone program identify if the concept has a demand
What does it do that Twine / Ink / ChoiceScript struggle with? Two things.
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Author first writing: Draft content and choices without needing to use code and add effects stats and expressions using buttons and dropdowns
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Character Sheets: Use pre-built character sheets with customizable data fields and variable types
What does it struggle with that those tools do well? Plenty, and specialization is fine.
- It’s choice-based only.
- No plain scripting. Great for those without coding experience but limited for legacy iF writers.
- Unity Asset. Since it’s an asset for Unity 6, a user needs to download the program before using iFStudio.
- No built-in distribution or community like Choice of Games’ Hosted Games pipeline. You publish it yourself.
- It’s new and small — one developer, early days, no track record yet. Worth knowing before you commit a novel to it.
- No AI writing features. Deliberate, but flagging it, since some people expect it now.
Can you publish / share outside the platform? Yes — that’s a major point for this project. Export is a single self-contained HTML file with no DRM, no login, no server. Host it on itch.io, your own site, anywhere. Reader themes and reading modes are baked into the export.
Local saves? Offline editing? Authoring is fully local and offline — your project lives on your disk, no cloud dependency, and you can work with no connection at all. [Reader-side save/load inside the exported HTML]
Complex mechanics, variables, functions? iFStudio uses dropdowns and buttons to build complex equations that allow branching storylines and conditional text snippets, all without writing macros or scripts.
Does the story tree handle relatively linear storylines easily? Yes. The editor is a node graph, but a linear story is just a chain of pages — trivial to build. Branching is where the graph earns its keep, but linearity isn’t fought.
What debugging features are there? Currently there is a Preview Debug Panel that shows actual values and reader position during a playthrough, with plans to release thorough reports on variable usage, choice flows, and conditional text stubs.
I have a lot more to share, but for now, I’ll answer any other questions you guys may have.
Thanks for having me.
- Thornbrooke


