The narrative production platform.
Writers author. Developers integrate. Producers ship. StoryBonsai is the engine underneath.
Request AccessDialogue systems treat conversation as a scripting problem. StoryBonsai treats it as a production problem — authoring, reviewing, recording, testing, shipping. One tool, all disciplines, without the spreadsheets.
Visual node graph at any scale
A custom canvas editor with level-of-detail rendering. See the whole narrative at a glance, or zoom in to work on a single node.
Automated path testing
Play thousands of versions of your story to catch broken paths before players find them. Coverage heatmaps show where the narrative is under-tested.
Expression language with autocomplete
Syntax-highlighted tokens, context-aware autocomplete, and a quick reference one click away. Conditions read like sentences.
Real-time error surfacing and Project Validator
Every broken reference, unreachable branch, and out-of-bounds variable flagged inline and listed in a single validator panel. Catch problems at edit time, not at playtest.
Single-player or multiplayer. Native from day one.
Choices belong to players. The runtime tracks per-player state. Your game handles networking — StoryBonsai handles the narrative.
Platform support
Unity, Godot, MonoGame via .NET Standard 2.1 for maximum compatibility. Tested on PC, Mac, and Steam Deck today; mobile and console coming.
StoryBonsai is built by Michael Garforth — twenty years in game development, seven of them building narrative simulations for healthcare and education, most recently four years at Meta prototyping on unreleased AR hardware.
Request Access
StoryBonsai is currently available to select studios. Leave your details and we'll be in touch.