> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kai-yan.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Branch

> Send different established facts and choices to different routes.

## 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.

<Frame caption="Chinese UI screenshot: branch fields">
  <img src="https://mintcdn.com/xunmee/xz89jIGCcm9drMNN/images/creator/editor-branch-fields.png?fit=max&auto=format&n=xz89jIGCcm9drMNN&q=85&s=04c53b5516dfb436f74f15d1c9d57f78" alt="Branch panel with branch name and exit route strategy" width="1900" height="871" data-path="images/creator/editor-branch-fields.png" />
</Frame>

| Field               | What to write                            | Example                                                                         |
| ------------------- | ---------------------------------------- | ------------------------------------------------------------------------------- |
| Branch name         | A useful label for the canvas            | `Whether to Visit the Old Pier`                                                 |
| Exit route strategy | The established fact for each connection | `The player has found the salt mark and clearly chooses to visit the old pier.` |

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](/en/create/editor/character) and [Location](/en/create/editor/location).
