A downloadable tool

Reed is an offline-first narrative design and production workspace for branching games. Write the story, test the branches, prepare every language, and hand clean data to your game and performers, all on your own device, with no account and no cloud.

Once a game conversation branches, it stops being “just dialogue.” A writer has to track who can say what, which choice reaches which consequence, what a variable changes, whether every path still works, which translation is missing, and what an actor needs. Reed keeps all of that in one visual writing room.

Write on a canvas, not in a spreadsheet. Create Line, Choice, and Junction nodes directly on the canvas, then drag between them to connect, or drop into empty space to create the next one. Every line keeps one permanent ID for life, so translations and recordings never lose track of it, and character accents keep speakers distinct without relying on color alone.

Read it, play it, and check it before the game sees it. Playtest walks the graph the way a player would, with every choice and condition working live. Read turns any path into a clean script from start to finish. Validation catches orphan nodes, dead ends, unreachable lines, missing translations, unknown speakers, and export-ID collisions, and Review compares your work against an approved snapshot before a milestone is accepted.

Localize in context. Choose from 47 ready-to-use game languages or add a custom BCP 47 tag, then write two languages side by side to see which lines still need work. Full Unicode support, including right-to-left and CJK scripts, stays intact through every export.

Prepare material actors can actually use. Export a studio/director PDF with cast totals, context, direction, dialogue, Line IDs, and exact WAV filenames; a focused PDF per actor with character notes and writable take space; and an XLSX tracker with take state, pickup state, and studio notes. Changed dialogue automatically flags for re-record.

Export what your engine expects. Unity, Godot, Unreal String Tables, Yarn Spinner, Pixel Crushers, gettext PO, XLIFF 2.0, Screenplay Markdown, and deterministic Reed JSON/CSV. Every export stays local and uses permanent Line IDs as keys.

Keep the story recoverable. Automatic backups, named save points, and optional in-app Git and pull requests mean nobody has to open a terminal to collaborate.

Bring your own agent, on your terms. A local CLI and MCP server let Claude or any agent build branches, validate, and generate exports through the same safe actions as the editor. There’s no model or account hidden inside Reed, and agent-authored text can’t be signed off as final by the agent.

Offline by design. No account, no telemetry, no cloud. The only time anything leaves your machine is when you choose to push to Git or connect an agent.

Pre-1.0 software under MPL-2.0. Keep backups and verify generated output against your engine and toolchain before shipping.

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