Quick Start

Your First Flow

Build a branching dialogue that reacts to character stats.

Flows are where your narrative comes to life. In this guide you will build a short dialogue that branches based on the character sheet from the previous guide.

Create the flow

Select Flows in the sidebar and click New Flow. Rename it to “Tavern Encounter”.

The canvas opens with an Entry node already placed – this is where execution begins.

A new flow canvas with the Entry node and the "Add Node" dropdown visible in the top-right toolbar

Add a dialogue node

Click the Add Node button in the top-right toolbar and select Dialogue. A new node appears on the canvas.

Connect the Entry node’s output to the Dialogue node’s input by dragging from one port to the other.

Select the Dialogue node and type the NPC’s line directly on the node (double-click or press E to start inline editing):

“You look like you’ve been through a lot, traveler.”

The Entry node connected to a Dialogue node with the NPC's line visible in the node body

Add a condition

Add a Condition node from the toolbar and connect it after the Dialogue node.

Select the Condition node and click the settings icon in its floating toolbar (or press E) to open the Condition Builder panel:

  1. Select the variable mc.jaime.health
  2. Set the operator to Greater than
  3. Enter the value 50

The Condition node now has two outputs: True and False.

The Condition Builder panel open on the right, with the variable mc.jaime.health selected, operator "Greater than", and value 50

Branch the conversation

Add two more Dialogue nodes and connect them to the Condition outputs:

  • True output – “Ah, you seem in good shape! What can I get you?”
  • False output – “You’re barely standing! Sit down, I’ll bring a healing potion.”

Add an Exit node after each dialogue to end the flow.

The complete flow: Entry > Dialogue > Condition > two branching Dialogues > two Exit nodes

Test with the debugger

Click the Debug button in the top-right toolbar (or press Ctrl+Shift+D) to open the debug panel at the bottom of the canvas.

The debug panel has three tabs:

  • Console – shows the execution output as it happens
  • Variables – displays all project variables and their current values
  • History – a step-by-step log of visited nodes

Click Step (or press F10) to advance through nodes one at a time. The variable panel shows mc.jaime.health = 100. Since 100 > 50, the flow takes the True path.

The debug panel open at the bottom showing the Console tab with execution output, and the highlighted True path on the canvas

Try changing the Health value to 30 on the character sheet and running the debugger again – the flow will take the False path instead.

Available node types

The flow editor supports these node types, all available from the Add Node dropdown:

Node Purpose
Entry Starting point of the flow
Exit Ends the flow (terminal, continue to another flow, or return to caller)
Dialogue Character speech with optional responses, speaker, audio, and stage directions
Condition Branches based on variable conditions (boolean or switch mode)
Instruction Modifies variable values (assignments)
Hub Named merge point that Jump nodes can target
Jump Jumps execution to a Hub node
Slug Line Screenplay-style scene heading (INT/EXT, location, time of day)
Subflow Embeds another flow as a reusable sub-routine