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Text Quest Editor allows you to create and use text quests inspired by the mechanics of games like "Space Rangers".
The editor is distributed as ready-made builds for Windows and macOS platforms.
Ready-made quests can be:
- launched directly in Text Quest Editor for testing,
- or connected to the project Text Quest Reader.
Text Quest Reader is an open-source solution and allows you to:
- see and understand how the quest works,
- use its code in your own projects,
- customize the UI for your own tasks.
Quests are created and stored in JSON format, which makes the combination of Text Quest Editor and Text Quest Reader (open-source) a universal solution for using text quests in any projects.
- Quick Start
- Creating a New Quest
- Loading a Quest
- Saving a Quest
- Example Quests
- Adding to Text Quest Reader
- Quest Structure
- Core Idea
- Parameters
- Quest Settings
- Modes
- Locations
- Transitions
- Working with Resources
- Game Mode
- Misc
- Tips
- Create a new quest
- Add 1–2 parameters (for example: gold)
- Create a starting location
- Add one more location
- Connect them with a transition
- Press Play
Done — you have your first working quest.
To create a new quest:
- Click the button

- Enter the quest name and click Accept
- The quest name is used as its ID and, unlike Display Name, cannot be changed
- The quest name must match the folder name (this happens automatically when creating it — it is important not to change it manually)
The repository contains ready-made quests
To add them to the editor:
- Click the quest loading button

- Click the Open folder button — the
Questsfolder will open - Place the downloaded and unpacked quests into this folder
- Close and reopen the quest loading panel to refresh the list
Adding a Quest to Text Quest Reader
To use your quest in Text Quest Reader:
- Click the quest save button

- Click the Open folder button — the
Quests/YourQuestfolder will open, copy it - Open the Text Quest Reader project in Unity
- Paste the quest folder into:
Assets/Resources/Quests/ - Add the quest folder name to
Assets/_Settings/Quest Folders List - Click the Run button — the quest will appear in the list of available ones
A quest is a folder whose name matches the name of your quest.
Inside it there are:
- the main file
quest.json - the
Imagesfolder - the
Soundsfolder - the
Musicsfolder
All these folders and the quest.json file are created automatically when creating a quest.
After adding the quest to Text Quest Reader, the structure in Unity should look like this:
Creating a quest is built on three key elements: parameters, locations, and transitions.
- Creating and editing parameters
- Creating and editing locations
- Creating and editing transitions between locations
- The influence of locations and transitions on parameters
- Conditions for displaying transitions depending on parameters
It is recommended to start creating a quest by setting up several key parameters, for example: gold, health, mood.
- Click the button

- Click the field to the left of “Add parameter”

- Specify Working title (a working name, not displayed in the game)
Each parameter has:
- a minimum value,
- a maximum value,
- a starting value.
Set them and click the Apply button.
Parameters can be displayed in different ways.
In this example, display ranks are configured (3 levels):
- if Mood = 1 → this will be shown: You are furious
- if Mood = 2 → this will be shown: Normal mood
If you want to display the numeric value of a parameter, use <> — during the game it will be replaced with the current value:
In the game it looks like this:
You can also use values of other parameters.
For example, to display the score between teams:
In the game it looks like this:
If the display field is left empty, the parameter will not be shown in the game:
Parameters can be of three types: Normal, Successful, Failed
- Normal — does not affect quest completion
- Successful — completes the quest with victory when a critical value is reached
- Failed — completes the quest with defeat when a critical value is reached
For example: if the gold parameter reaches 10, the quest ends with victory.
(For critical values you can also set images and sounds — this will be explained later.)
You can disable a parameter by unchecking the box to the left of it.
In this case, the parameter will not be used in the quest.
To open the quest settings:
Here you configure the quest parameters that are displayed in Text Quest Reader when selecting it:
- Display Name
- Start Music
- Start Image
- Quest Description
- Order in list — defines the position of the quest in the quest list. The smaller the value, the higher the quest is displayed.e.
The editor has three main modes: location mode, transition mode, and movement mode.
-
Location Mode
When you left-click on the working area (grid), the panel for creating a new location opens. -
Transition Mode
Left-click the first location, then the second one. After that, the transition creation panel will open.
Note: you can create a transition that leads to the same location from which it starts. -
Movement Mode
- Left-click on a location allows you to move it to a free cell.
- Left-click on a transition allows you to change its position between locations.
In this case, it is important where the first click was made — at the beginning (tail) or at the end (head) of the transition.
- Right-click on a location or transition opens their editing panel.
- In transition mode, if the starting location has already been selected, right-click cancels transition creation.
If you made a mistake, use these buttons to undo the last action (Undo) or to perform it again (Redo).
To open the location editing panel:
- right-click on an existing location,
- or left-click on an empty cell in location mode.
The editing or creation panel for a location will open.
In the main text field, you can edit the location description.
One location can have several descriptions.
To add a new description, click the “Add” button.
To select a description, use the dropdown list:
Descriptions can be deleted.
If the “Select in order” checkbox is enabled, descriptions will be shown one after another.
If the “Select by formula” checkbox is enabled, the description will be selected based on a formula.
For example:
p1 > 5 ? 1 : 2
If p1 (gold) is greater than 5 — description #1 will be shown, otherwise — #2.
Another example:
p2 + 1
The formula returns the description number.
- If the player has a pistol (p2 = 1), the result will be 2 — description #2 will be shown.
- If there is no pistol (p2 = 0), the result will be 1 — description #1 will be shown.
Descriptions can contain parameters and formulas.
For example:
You are so tired today, your health is somewhere around {p3}
In the game it will be shown as:
You are so tired today, your health is somewhere around 7
Or:
He gave you exactly half of his money: {p1 / 2}
Locations can have different types: Neutral, Start, Victory, Fail, Empty.
Neutral — does not affect the course of the game by itself.
Start — the quest starts from this location. There can only be one start location in a quest.
Victory — when entering this location, the quest ends with victory.
Fail — when entering this location, the quest ends with defeat.
Empty — if a location has this type, its description is not displayed. Instead, the description of the transition that led to this location is shown.
You can limit the number of visits to a location.
By default, a location has unlimited visits — the player can visit it any number of times.
To set a limit:
- uncheck the “Unlimited visits” checkbox,
- specify the maximum number of visits.
After reaching the limit, the location will no longer be available (the transition to it will not be shown).
For example: the player can visit a friend 3 times, and on the 4th time the location will no longer appear (the friend went on vacation).
This mechanism is also convenient for creating one-time locations.
When entering a location, it can change the player's parameters.
To do this, select the required parameter:
Actions
A location can:
- show a parameter — it will be displayed in the game,
- hide a parameter,
- do nothing (default value).
Influence on Parameter Values
4 modes are available: Units, Value, Percent, Expression
Units
Changes the value of a parameter by the specified number (adds or subtracts).
Example: there were 2 gold, +3 is specified → it will become 5 (taking into account the minimum and maximum value).
Value
Sets the exact value of a parameter.
Example: there were 2 gold, 0 is set → the player no longer has gold.
Percent
Changes the value of a parameter by the specified percentage.
Example: there were 10 gold, -50% is specified → it will become 5.
Expression
Sets the value of a parameter using a formula.
Example:
p1 + (p11 == 0 ? -2 : 0)
p1— oxygenp11— breach (0 — not fixed)
If the breach is not fixed, oxygen decreases by 2.
Another example:
(p2 + p5) / 2
p1— goldp2— working hoursp5— bonus
In this case, gold becomes the average value between working hours and the bonus.
Random
Formulas support random values.
Example:
p9 - rnd(1, 3)
p9— monster health
When shooting, the health is reduced by a random number from 1 to 3.
Transitions are very similar to locations: they can also have visit limits, show or hide parameters, and affect their values.
These mechanisms work in the same way, so they are not repeated here.
Main Differences
- A transition always has only one description.
- Transition button text is required.
In the game it looks like this:
Conditions for Displaying a Transition
Whether a transition will be shown depends on several conditions:
Sets a formula under which the transition is shown.
For example: the transition will be shown only if there is more than 3 gold.
The transition is shown if the parameter value is within the specified range.
For example: from 1 to 4 gold.
The transition is shown if the parameter accepts (or does not accept) the specified values.
For example: p1 (gold) equals 1, or (apples - 2), or a random number from 3 to 10.
The transition is shown if the parameter value is divisible (or not divisible) by the specified values.
The transition will be shown only if all conditions are met at the same time:
- Logical condition
- Range
- Accepts / does not accept values
- Divisibility
It is recommended to start with one condition so as not to complicate the logic and not get confused while testing the quest.
If there are several transitions, they can be shown in different order.
The order is set through the Display order parameter:
- the smaller the value, the higher the button is in the list,
- if the values are the same — the order is determined randomly.
A quest can contain transitions with the same button text. Such transitions are called conflicting and are highlighted in red.
For example: two transitions “Run from the monster to the technical sector”
— one leads to rescue, the other to defeat.
The selection probability is determined by priority (weight):
- the higher the value, the higher the chance of displaying that transition.
For example:
- chance of rescue = 3
- chance of death = 7
→ 30% and 70%
There are also probabilistic transitions (not conflicting).
For them, a value from 0 to 1 is used:
- 0.5 = 50% chance of appearing.
If the transition conditions are not met, it may not be displayed.
However, you can enable the “Always show” option to display such transitions as inactive.
For example: the path to the Medbay or the emergency section is closed (conditions are not met), but the transition is still shown in grey.
This allows you to:
- give the player hints,
- create a sense of choice,
- encourage them to look for a solution.
In locations, transitions, and critical parameters, you can use resources (images, music, and sounds) through special tags.
Resource tags:
-
Images:
<im your_beautiful_picture im> -
Music:
<mu your_music mu> -
Sounds:
<so your_sound so>
After adding the tags, you need to place the corresponding files into the quest folder.
To open the quest folder:
- click the quest save button,
- then select Open folder.
A folder with the required structure will open:
File formats:
- Images:
.png,.jpg,.jpeg - Sounds:
.mp3,.wav,.ogg
Usage Examples:
Refreshing Resources
The editor uses resource caching.
After changing files in the folders, you need to refresh them manually.
To do this, click the corresponding refresh buttons:
Or restart the editor — this will also apply all changes.
To launch and debug the quest, click the button:
In game mode, you can:
- complete the quest from beginning to end,
- temporarily set parameters for testing,
- rewind the playthrough back.
You can enable or disable hints — the text at the top of the screen that reminds you of the current mode.
If hints are enabled:
- when hovering over locations and transitions, tooltips with information are displayed.
You can also enable or disable the grid display:
You can open a short mouse control reference using the button:
Transitions have visual differences:
- tail (from) — blue and wide,
- head (to) — white and narrow.
Do not start with a complex quest right away.
It is recommended to first create a small quest (5–10 locations) in order to:
- learn the editor’s basic capabilities,
- understand the system logic,
- avoid typical mistakes in the future.
After that, it will be much easier to move on to more complex scenarios.







































