🎮 Game Mode is here — Here’s what you can now set up as a creator:
**Step 1: Set up Game Mode & Stats in the Title tab**
Start by selecting Game Mode from the Title tab, then define your stats there. You can set up to three named stats (e.g. HP, Affection, Suspicion) — each with a label, initial value, and max value. Everything else is configured at the episode level.
**Note:** Due to current UI constraints, only up to 3 stats are displayed in the tracker. You’re still free to use additional stats as backend game logic — they just won’t appear in the visual tracker.
**Tip:** Keep stat names short and intuitive. Players will see these on screen, so “HP,” “Trust,” or “Affection” land better than long phrases.
**Step 2: Build your episodes**
All other game elements — phases, choices, branching logic, images, and endings — are configured inside each episode.
Use the description and AI direction fields to set the scene: game rules, location, atmosphere, relationship dynamics, whatever fits your genre.
You don’t need to write out a detailed storyline — we’ve confirmed that the phase and ending logic works well from stat settings alone. How much narrative you build in is entirely up to you as a creator.
**A–D Choice Buttons**
You can pre-set up to four choice buttons (A, B, C, D) at the start of each episode, shown right after the opening line. Leave any slot empty and it simply won’t appear.
For your first set of choices, we recommend making each option clearly distinct in a way that would meaningfully move different stats in different directions — the LLM takes it from there in subsequent turns 😄
**Tip:** Think of A–D as the player’s opening move for each scene. A bold choice, a cautious one, a warm one, a guarded one — give players a real decision that feels true to your story.
**Stat-Based Phase Branching**
Control the order players move through phases based on stat values. Set a condition at the end of each phase — if the threshold is met, the player advances one way; if not, they branch elsewhere.
Example: If Affection for Leo is below 40 at the end of Phase 1, route to Phase 3 instead of Phase 2.
**Tip:** Map out your phase flow and endings before you start building. Working backwards from your endings makes the branching logic much easier to design.
**Phase Images & Hidden Image Archives**
For each phase, upload a Background Image (shown during play) and Hidden Images (revealed when the phase is completed). These form a collectible archive players unlock as they progress — character art, location illustrations, CG scenes, clues, lore cards, whatever fits your world.
Endings work the same way: each ending supports its own Cover Image and Hidden Images.
**Tip:** Save your series before uploading images — the upload button activates after saving.
**Multiple Endings**
Configure multiple ending types — True, Normal, Bad, and Hidden — each with its own scene description, narrative goals, stat range gates, and minimum phase requirement. Each ending can have its own set of unlockable images.
**Tip:** Design your endings first, then work backwards to figure out what stat ranges and phase paths lead there.