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What it controls

A branch is a route decision in the editor, not a button that players see. Use it when an earlier act should lead to different next steps based on facts, a player decision, or a current state. The example branch is Whether to Visit the Old Pier. One route follows the clue to the pier; the other leaves a reply at the post office.

Chinese UI screenshot: branch fields

Connect one incoming route and at least two outgoing routes. Write a separate, observable condition for each route. Good conditions say what the player did or what fact is true; they do not say “if the player is clever.”

What the player sees

The branch card and strategy text are hidden. The player sees different dialogue, location access, items, clues, intelligence, or later endings. If you want a choice to be explicit, write it as a natural action or conversation in the player scene.

Check it in testing

Trigger every route from a test session. Make sure the routes actually differ, no route has an unconnected exit, and a future fact has not been written as if it already happened. Next: Character and Location.