Narrative Engine is a complete narrative tool for Unity that helps you build interactive dialogues with branching choices - plus saving and rollback to return to previous decisions.
Create clean, game-ready dialogue UI for both PC and mobile, drive scene/background changes directly from the dialogue flow, and ship story interactions faster with a demo scene included.
Perfect for indie teams and commercial projects that need narrative features without overcomplicated setup.
💬 KMA Dialogue System - Core Capabilities
🧩 Visual Dialogue Builder (Nodes & Branches)
Build dialogues as a clear node-based flow: lines, choices, transitions, and progression logic - organized and easy to maintain.
🔀 Branching Choices
Choice buttons appear only when the story requires them, keeping the UI clean and focused on decisions.
💾 Dialogue Checkpoints, Saving & Rollback
Set up checkpoints, saving, and rollback behavior directly inside the dialogue flow - ideal for “your choices matter” scenarios and replayable story moments.
🖥️📱 PC + Mobile UI Layouts
Included layouts for PC and mobile:
- dialogue window size adapts to text length;
- speaker nameplates and portraits appear based on who is currently speaking.
🏞️ Scene / Background Switching from Dialogue
Trigger scene or background changes directly from dialogue nodes to keep narrative moments dynamic and visually clear.
🧪 Demo Scene Included
A complete demo scene that showcases all core mechanics of the asset.
🎮 Best Fit Genres
KMA Dialogue System shines in games where story, choices, and character-driven delivery matter - the kind of dialogue experience players recognize from many popular titles:
- RPG / Action RPG - NPC conversations and dialogue-driven progression in the spirit of Mass Effect, The Witcher 3, Baldur’s Gate 3;
- Adventure / Story-driven games - cinematic dialogue scenes and narrative pacing similar to Life is Strange, The Walking Dead (Telltale), Oxenfree;
- Visual Novel / Interactive Fiction - choice moments with controlled story progression, as seen in Steins;Gate, Doki Doki Literature Club!, Phoenix Wright: Ace Attorney;
- Detective / Mystery - interrogation-style conversations and clue-driven dialogue paths like Pentiment, L.A. Noire, Ace Attorney, Disco Elysium;
- Survival / Horror - narrative events and decision pressure with dialogue beats like Until Dawn, The Quarry, The Dark Pictures Anthology;
- Strategy / City-builder - advisor/event dialogues and story modules in the tone of Frostpunk, This War of Mine;
- Roguelite / Roguelike - hub conversations and repeatable narrative beats similar to Hades and Cult of the Lamb;
- Casual / Narrative (PC + mobile) - short-session dialogue-first experiences in the style of Choices: Stories You Play, Episode, Romance Club;
- Educational / Serious games - scenario-based dialogues and decision-driven training simulations.
⭐ Why Choose KMA Dialogue System?
Because it’s more than a dialogue box - it’s a practical narrative-building workflow with the essentials: branching, checkpoints, saving, and rollback, backed by a demo that shows it instantly. Less boilerplate, more storytelling.
🧩 Integrates Great With These Asset Types
Designed to plug into the systems commonly used alongside narrative tools:
- Quest / Mission Systems - start quests, update objectives, check conditions, resolve outcomes
- Inventory / Items / Loot Systems - gate choices by items, grant rewards, unlock alternative routes;
- Character / RPG Stats & Progression - stat checks (reputation/skills/level), unlock dialogue options, drive NPC reactions;
- Save/Load Frameworks - fits into global save pipelines (dialogue progress, checkpoints, rollback states);
- Localization Tools - ready for multi-language projects (CSV/Sheets pipelines and localization packages);
- Cinematics / Timeline / Cutscene Tools - trigger cutscenes, fades, camera beats, or timeline sequences from dialogue nodes;
- 2D/3D Controllers & Animation - drive “talking/gestures” animations, facing, entrances/exits;
- UI Frameworks (UGUI / UI Toolkit add-ons) - blend into existing UI styling and layout systems smoothly;
- Audio Systems - voice lines, UI click SFX, ambience transitions on scene/background changes;
- State Machines / Visual Scripting - use dialogue triggers/events to drive gameplay state transitions.
🔗 Possible Integrations
- Dialogue System for Unity
- Quest Machine
- I2 Localization
- Adventure Creator
- SALSA LipSync Suite
- Ink Unity Integration
- Love/Hate
- PlayMaker
- Behavior Designer
- Emerald AI
- NodeCanvas
- Feel by More Mountains
- Cinema Director
- Ultimate Character Controller
🔗 Additional Resources