Features

Parlance is a narrative design environment for the whole story layer of a game — not just dialogue trees. This page tours the major surfaces; the complete feature index lists every capability down to the small stuff, and the editor guide documents each one in depth.

The Parlance editor's dialogue canvas: a node graph of a confrontation scene with skill-check badges and a pacing panel

The editor, on the demo mystery's climax scene — every screenshot on this site is the real tool on real data.

The data model: files, not a database

Dialogue authoring

Quests, locations, and the rest of the world

Playtesting

Story-logic testing

Validation

Collaboration

Automation & AI

Migrating in, and reviewing what's there

Two optional agent skill bundles in the open SKILL.md format, for any coding agent that loads skills, ship separately from the editor. They are both MIT-licensed and meant to be forked. See integrations.

One rule governs both, and it's enforced rather than promised: nothing in either bundle writes prose. The audits report and never draft; the importers convert and never paraphrase. Loss is declared, never silent — a migration with three named losses is a good outcome honestly reported, and one that came out clean because the awkward lines were reworded is a failure wearing a success.

The editor itself

Wondering how it compares to articy:draft, Twine, ink, or Yarn Spinner? See the honest comparison.