A running log of what's been added, fixed, and improved. No technical jargon — just what changed and why it matters.
Scene Graph — a full-window visual map of all your scenes. See how they connect, which characters appear, node counts, and entry conditions at a glance. Switch to it from the rail.
Character Graph — a Neo4j-style relationship canvas. Add characters and places, draw connections between them, set relationship types, labels, and what can influence each relationship.
Scenes now have a full detail panel: location/background, mood presets, writer notes, tags, entry conditions, and manual connections to other scenes.
Entry conditions per scene — gate a scene behind a previous player choice or a variable value. Fully customisable condition builder.
Redesigned landing page — new dark visual novel aesthetic, interactive draggable node graph, branching story intro, and an ink splash animation on the CTA.
Resizable editor sidebar — drag the right edge to make the panel as wide as you need.
Hotkeys and node editing are now fully disabled while in Scene Graph or Character Graph mode.
Scene 1 is now locked as the entry point — it cannot be set as a target from another scene.
Choice branches are now visual nodes on the canvas — each choice sits as its own box between the parent node and its target, with a yellow left border. Drag them anywhere independently.
Multi-select: hold Ctrl or Cmd and click nodes to build a selection. Drag any selected node to move the whole group together.
Marquee selection: hit the Select button (top-right of canvas) and drag a rectangle to grab everything inside. Auto-switches back to normal mode after.
Format tree button: auto-lays out your entire tree level by level with proper spacing. Undo-able with Cmd+Z.
Zoom in and out with the mouse wheel or the +/− buttons on the canvas. 1:1 resets to 100%.
Variables now tracked live in the simulator — watch them flash in the top bar when an effect fires, and see a full summary on the end screen.
Dragging nodes or panning no longer accidentally selects text on the page.
Choice boxes and target nodes now have proper breathing room — no more cramped layouts with three or more choices.
All action buttons in the editor now have a smooth hover effect — a gradient shimmer that follows your cursor, keeping the purple colour scheme intact.
On mobile, the hotkeys panel no longer opens automatically — it had no practical use on a touch screen.
On mobile, creating a new node no longer immediately opens the edit panel. You can open it manually when you're ready — tapping any existing node still opens it as before.
Hotkeys panel now opens by default when you enter the editor — no more hunting for it on your first session.
Added a close button to the hotkeys panel so it's easy to dismiss once you know your way around.
Login and registration buttons now keep the loading spinner going until the page actually changes — no more button going idle before you land on the editor.
Characters now have gender, age, and custom tags. Add things like Zodiac: Scorpio, Class: Ranger, or Origin: Northmarch — and pick from a full set of gender options.
Added a Roadmap page so you can see what's being worked on next.
Added a bug report button in the editor. Describe what went wrong and send it — goes straight to me.
Clear scene button — wipe all nodes in the current scene back to just the root, when you need to start a scene over.
Pressing N to create a node no longer types the letter N into the text field.
Creating a new node now correctly selects it and focuses the editor panel.
Undo (Cmd+Z) now works reliably — previously it would sometimes snap back to the root node instead of undoing.
Your work now saves to localStorage on every single change — not just every 30 seconds. Closing the tab unexpectedly, losing connection, or force-quitting will no longer lose your work.
Added an explicit Save button with clear visual states: unsaved changes glow indigo, saved shows a green checkmark.
Guest projects are automatically imported into your account when you sign up or log in — nothing gets left behind.
If you've used Inkgraph as a guest before, you'll see a welcome-back banner on the projects page letting you sync your local work to the cloud.
The dialogue simulator is now a dedicated page — pick a project, pick a scene, and walk through it as a player would.
Added a Jump to Root button on the canvas — instantly centres the view on your starting node.
Choices list in the node panel is now collapsible — useful when a node has a lot of branches.
Scene list now shows a node count for each scene at a glance.
Scenes can be reordered by dragging.
Fixed canvas panning getting stuck if you released the mouse button outside the editor window.
Smart node creation: pressing N now figures out where to connect the new node — fills in empty choice slots first, then adds a new choice if all are taken.
Undo is here. Every action is tracked. Press Cmd+Z or use the button in the node panel.
New project flow — you now name your project before the editor opens, instead of landing on an untitled blank canvas.
Project cards have a proper menu — open, rename, and delete from the projects list.
Project name saves automatically when you click away from it.
First public release after four years of planning, designing, and building.
Node canvas — create dialogue nodes, drag ports to connect them, build branching trees.
Choice branches — add multiple choices to any node, each leading to its own path.
Characters — give your cast names and colours. Their stripe runs through every line they speak.
Variables and conditions — track story flags, reputation, counters, and gate choices or nodes behind conditions.
Scenes — organise your dialogue into scenes, one per chapter or location.
Export to JSON — one click to get a file your game engine can parse.
Cloud saves — your projects are saved to your account and accessible from any device.
Guest mode — try the editor without signing up. Your work stays in the browser.