u/Aece-Kirigas

Image 1 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 2 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 3 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 4 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 5 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 6 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 7 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.
Image 8 — New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.

New Narrative Design Tool. Looking for Beta-Testers. Mix of ArcWeave and Obsidian.

Again, we are looking for beta-testers! This post is not meant as self-promotion. The whole tool itself is free to use, as long as you don't use the automation features, and if you do, we give all testers free usage. We are just looking for feedback from writers and narrative designers that have used other writing and/or narrative design tools. LoreWeaver Architect was made with writing for video games in mind, but we are wondering whether it can be used for other purpose as well.

  • Upload docs, PDFs, images, video, md, txt, anything really. Architect extracts and structures everything.
  • AI generates schemas, entities, and relationships from your lore.
  • Design branching narratives on a visual story canvas.
  • Export to Unreal, Unity, JSON, or any custom pipeline.

If you’ve worked with complex quests or dialogue, you probably know the pain:

  • flags everywhere
  • quests affecting each other
  • characters needing to stay consistent
  • exponential branching getting out of control fast

Most setups end up as spreadsheets or a mix of tools that don’t scale well. We also tried tools like Articy Draft and Arcweave. They’re solid, but for smaller teams or self-funded projects the ongoing costs can add up, especially over long dev cycles with multiple team members.

Architect is built around a few core ideas:

  • node-based editor for branching narrative
  • all variables, flags, and state tracked in one place
  • export to engine-ready formats (JSON, custom schemas, more coming)

The goal is simple. Spend less time wiring logic, more time actually writing.

u/Aece-Kirigas — 21 hours ago
Image 1 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 2 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 3 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 4 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 5 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 6 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 7 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.
Image 8 — I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.

I use AI to categorize all of my raw lore like characters, locations and factions, into datastructures and get it into my engine.

Made a custom tool, kind of like a wrapper, but it has A LOT of custom code. You can make up your own schema entirely. I have found it REALLY speeds up my process by a lot. It's kinda like have claude code making data structures from my raw md files, but it's much more streamlined and rigourous.

Workflow is this:

  1. Import your raw lore
  2. Generate schemas: AI suggests entity types based on your content (characters, locations, factions, items, etc.)
  3. Extract entities: AI pulls structured entities out of your lore, chunk by chunk
  4. Resolve relationships: entities reference each other by name, then get auto-resolved to UUIDs at export
  5. Narrative board: visual node editor for story arcs, beats, scenes, branching dialogue with conditional logic
  6. Export: XML, JSON, Unity, Unreal, CSV, or anything else really, you can define your own schema

The whole point is: you write lore like a human, and the tool turns it into data a game engine (or LLM) can consume.

Stack: React + FastAPI + PostgreSQL, LLM calls go through OpenRouter so you pick your model. Self-hosted, project-isolated storage.

Key technical bits:

  • Context-aware document chunking (15% overlap) to preserve entity relationships across chunks
  • Entities reference each other by name during authoring; UUID resolution happens automatically at export time
  • Node-based narrative editor with conditional branching, expression evaluation, and project-scoped variables
  • Editable AI prompts (stored as files, not hardcoded) so you can tune extraction behavior without touching code
  • All LLM operations tracked with duration, model, token counts, success/failure

Anyone else try something like this with success? Would be eager to exchange ideas.

u/Aece-Kirigas — 2 days ago