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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.
Branch panel with branch name and exit route strategy

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.”

How to build a branch

  1. Connect one incoming route from the previous act;
  2. Connect the branch to two or more later acts or endings;
  3. Write a separate condition for each outgoing route;
  4. Check that the routes differ and that no route always leads to the same place;
  5. Trigger every route in a test session and confirm the player page really differs.

Write facts, not vibes

A condition states what has already happened, not what would be more exciting:
  • Good: The player found the salt mark and clearly chooses to visit the old pier.
  • Good: The player leaves the letter at the post office and chooses to wait.
  • Avoid: If the player is clever, go to the good ending.
  • Avoid: Choose the most suitable route from the player's tone.
When a condition depends on a clue, intelligence, or state, say whether the player saw the evidence or already understood the fact; do not treat the two as the same.

Common branch mistakes

  • No incoming or no outgoing route;
  • An outgoing route has no condition, so a test cannot tell why it was taken;
  • Two routes describe the same result with different titles;
  • A fact is written as already true before it happens;
  • The branch is used as an ending, so the story stops before the player is done.

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.
A branch has no required fields, but every exit route needs a selection rule; without one, a test cannot tell why the route was taken. See Required Fields and Blockers.

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.