Branching fiction editor

Write branching fiction in a graph, publish it as a link people can play.

OpenAdventure is a node editor for interactive stories. Draw scenes and choices on a canvas, gate the interesting options behind items and stats, play the run yourself, then share it.

See what it does
Example scene3 choices

The rooftop door is chained from the inside. Rain has got into the lock and the metal has gone the colour of old blood. Below you, the lift starts moving.

  • Lever the chain off with the pry barrequires pry bar
  • Shout down the stairwell
  • Go back down to the landingtrust -1

An example, not a screenshot. In a real run the scene is set in whichever typeface the story picks.

State
A choice can require an item, a stat threshold, or a decision the reader made two scenes ago. The locked door stays locked until they have the key.
AI permissions
Per-story toggles decide whether the assistant may create scenes, edit them, delete them, or wire choices. All off is a valid setting.
Player input
Readers pick a listed choice, or type what they want to do and let the run map it to the nearest available option.

What is actually in it

One editor for the graph, the logic, and the reading experience. No export step between writing and playing.

Open the writer

The graph is the manuscript

Every scene is a node and every choice is an edge. Lay out an act by dragging nodes, follow an edge to see exactly where a reader lands, and find the orphans and dead ends before a reader does.

  • Conditions and effects

    Attach a check to a choice and an effect to its outcome. Stats, inventory, and flags persist for the whole run.

  • Assisted drafting, on your terms

    The writer assistant works through the same node and choice operations you do, limited to whatever you allow for that story.

  • Reading presentation

    Set the typeface, imagery, and pacing readers get, per story, so a horror run does not look like a comedy.

  • Collaborators and sharing

    Invite a co-writer with a role, or hand out a link that only plays the story and never opens the editor.

  • Discovery, if you want it

    Opt a story into the public list so readers can find it and like it. Stories stay private until you do.

How a story gets made

Most stories start as one room and one problem. You write the room, add two choices, and follow each one until it either ends or loops back into something you already wrote. The editor is built around that order of work rather than around filling in a template, so nothing has to be planned before it can be typed.

  1. 01

    Set the premise

    Write the opening scene, name the stats that matter, and pick a genre and tone. Nothing else is required before you can press play.

    Tone, genre, and tags · Difficulty and run depth

  2. 02

    Grow the branches

    Add nodes outward from what you already have, and gate the interesting choices behind a check. Ask the assistant to draft a scene when you would rather keep momentum than write connective tissue.

    Hidden routes and secret endings · Drafted scenes you can rewrite

  3. 03

    Publish and revise

    Share the link, see which endings readers actually reach, and go back to the branch nobody takes.

    Collaborator edits · Likes and run history

Shapes it handles well

Dungeon crawl
Inventory-gated rooms, a stamina stat that drains, and a different ending depending on what you carried out.
Mystery
Evidence flags that unlock interrogation choices, and an accusation scene that reads every flag at once.
Relationship drama
A trust value per character that moves with each decision and picks which epilogue plays.

Get started

Start with one scene.

Sign in, write the first room, and add a choice that goes somewhere. You can have something playable before you have a plot.

How it worksDiscord