Storyliner.cloud — A book-oriented approach to branching game scenarios and interactive fiction
Hi everyone,
I’m the developer of Storyliner.cloud, a web-based platform I’ve been building for writing, organizing, and publishing books, including books with multiple plotlines and reader choices.
What if you could develop a branching game scenario as an interactive book?
Imagine writing a story where readers make decisions, explore alternative paths, and discover different outcomes—without having to build an entire game engine around the narrative.
That’s one of the possibilities I’d like to explore with this community.
The main idea behind Storyliner is to treat branching narratives as books with connected story paths.
Writers can create a new book or import an existing manuscript, organize chapters visually, and introduce alternative plotlines. Each path can contain its own sequence of chapters, with reader choices determining which direction the story takes.
This approach could be useful for developing the narrative structure of a game, exploring alternative scenarios, or publishing the story itself as an interactive book.
What Storyliner offers
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Graphical story planning: Visualize chapters, alternative plotlines, and their connections. Organize complex branching narratives while keeping the overall story structure visible.
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Character and world management: Use an enhanced Artifact Management Board to organize characters, locations, objects, and other story elements, link them to the manuscript, and track their relationships. Particularly useful for complex projects and series.
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Collaborative writing: Invite co-authors, establish signed collaboration agreements, and work together on a shared project while maintaining control over individual contributions.
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Integrated publishing: Publish free or paid books directly on the platform. For co-authored books, revenue is automatically divided according to the signed co-author agreement.
Storyliner focuses on narrative structure and book-oriented storytelling rather than game mechanics. It isn’t intended to replace systems such as Twine, Ink, or ChoiceScript, particularly for projects requiring complex game-state logic or scripting.
Instead, I’m interested in whether a book-first environment could complement existing IF tools or provide an alternative for authors creating primarily narrative-driven, choice-based stories.
A few practical details
Storyliner runs in a browser, with its writing tools currently intended for desktop or laptop use.
Reader accounts are free. Writer tools cost $40/month or $400/year, with a required 30-day trial before the paid subscription begins. The platform takes a 20% share of book sales.
AI-assisted text and illustration tools are available but entirely optional. Writers can use Storyliner’s planning, manuscript management, collaboration, and publishing features without generative AI.
See how it works
Here’s a short demonstration of creating a branching book:
Create a multi-plotline book — 2-minute demonstration
I’d appreciate your perspective
I’m particularly curious about three things:
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Would you consider developing a branching game scenario as an interactive book, either as a standalone publication or as part of your game’s narrative development?
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Could visual plotline management and integrated character/world tracking be useful in your existing writing workflow?
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What limitations or missing capabilities would prevent you from using Storyliner for such a project?
I’m not assuming Storyliner is the right environment for every interactive-fiction author. I’d genuinely like to understand whether this book-oriented approach has a place alongside established IF tools.
Thanks for taking a look. I’m happy to answer questions, and constructive criticism is very welcome.
