Branching with Beats & Choices

The core mental model for building non-linear scenes.

A beat is one moment in your story. It holds two things: lines, which play on their own, and choices, which the player picks between — each routing to whatever beat comes next.

Lines and choices

Inside a beat's editor, the Lines and Choices sections each have a + button to add one, and collapse to a count ( "Lines (3)", "Choices (2)") when you want them out of the way. Drag a line or choice by its handle to reorder it — order matters for lines (they play in sequence) and for choices (they display in the order you set).

Routing a choice

Every choice needs a destination beat, set through its Target beat picker. From there you can pick any beat already in the current scene, browse beats in other scenes (grouped under collapsible scene headers), or choose New beat to create one on the spot without leaving the choice you're editing. A destination in another scene is labeled as Scene / Beat, so it's always clear when a choice leaves the current scene.

Organizing with scenes

As a story grows past a handful of beats, group related ones into their own scene — it's purely for your own organization, since routing works identically within a scene or across scenes. See Getting Started for how to add one.