Cynario Cynario alpha
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Games & interactive stories

Supported now
Not every Scenario has to be workplace training. The same graph, state, and player can power interactive fiction where every output forks the story and earlier decisions affect what becomes possible later.

Example: “The lost expedition”

Who it's for

For storytellers and makers

Writers & game makers

Draft branching fiction visually and inspect the whole story graph instead of managing a tangle of links.

Educators using narrative

Wrap a lesson in a fictional situation so decisions carry narrative weight.

Hobbyists & communities

Create a small interactive story and distribute it using the export or sharing option that fits the audience.

Example scenario shapes

What an interactive story looks like in Cynario

Each Scene is a node and each output can lead to another Scene. Variables and rules can make earlier decisions affect later options or endings.

The lost expedition

A branching adventure where choices change what the party carries, who remains, and how the final Scene unfolds.

A mystery with several endings

Gather clues across Scenes, then unlock accusations or explanations based on what the player found.

Inventory and consequences

Track items, allies, and earlier decisions as Scenario state that can reshape the finale.

Why storytellers use it

Interactive fiction on the same general Scenario engine

  • The graph keeps branching plots visible while the Scene editor holds the prose and media.
  • Variables and conditional paths let earlier decisions affect later story routes.
  • The player provides a focused interface for reading and choosing a path.
  • Authors keep an exportable Scenario file and choose how they distribute it.
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