Storyfall for Ink Writers
Storyfall is a no-code interactive fiction platform that runs in your browser, with a visual editor for branching stories, free hosting, and built-in multiplayer, translations, and monetization. If you already write in Ink, this page is for you.
If you like writing code, we support that too! There’s a dedicated code editor with an IDE. You can switch between it and the visual editor and pick how you write your story.
Ink is the scripting language behind award-winning games like 80 Days, Sorcery!, and Heaven’s Vault. We support importing Ink stories because Ink writers should be able to bring their work over and try a different tool without rewriting from scratch.
This page is here to help you decide whether Storyfall is worth a look, and to walk you through bringing an existing Ink story over if you want to try it.
Feature comparison
| Feature | Ink | Storyfall |
|---|---|---|
| Editor surface | Text editor (Inky) | Visual scene editor + story tree |
| Scripting required | Yes, the Ink language | No, set effects and conditions from a GUI, but we have a code editor too |
| Built-in runtime | No, you embed a runtime (Unity, JS, custom) | Yes, hosted on storyfall.com |
| Built-in audio | No | Yes, drag-and-drop audio library |
| Built-in translations | No | Yes, 180+ languages with optional auto-translate |
| Multiplayer | No | Yes, vote and cooperative modes |
| Free hosting | No | Yes, public story URLs |
| Unity integration | Yes, official package | No |
| Source-control friendly | Yes, plain text | No, database-backed (with JSON export for backup) |
| Reader analytics | No | Yes, heatmaps and metrics |
| Monetization | DIY | Built-in via Stripe Connect |
Bringing an Ink story over
Storyfall can import Ink stories from either an .ink source file or a compiled .json file. The import keeps your knots, stitches, choices, variables where possible, and the overall branching structure.
What you can import
| What you have in Ink | What it becomes in Storyfall |
|---|---|
| Knot or stitch | Scene |
Choice (* or +) | Choice on the source scene |
Divert (-> target) | Choice link to the target scene |
Variable (VAR gold = 0) | Storyfall variable |
Conditional content ({condition: ...}) | Storyfall condition on a choice or text block |
| Plain text and tags | Scene body text |
Some Ink constructs do not map cleanly. Tunnels, threads, lists with complex set logic, external functions, and LIST types are partially supported and may appear as warnings during import. The story imports without losing your text, but you may need to rebuild some of the logic in Storyfall’s variable, condition, and effect panels.
How to import
- In Inky, save your story as an
.inkfile. If you have a compiled JSON, that works too. - Go to Storyfall and open your Workshop.
- Click the Import tab.
- Select Ink as the format and upload your file.
- Click Validate File and review the detected title, scene count, and any warnings.
- Click Start Import.
The full procedure is in Importing Stories.
After importing
A few things tend to need attention after an Ink import.
- Complex flow constructs. Tunnels (
-> tunnel ->) and threads (<- thread) do not have a one-to-one Storyfall equivalent. Where they are flagged, restructure the flow using normal choices and the Triggers system, which can redirect a player to a scene when a condition is met. - External functions. If your Ink story called out to C# via
EXTERNALdeclarations, those calls do not transfer. Storyfall has no external scripting hook, but most uses ofEXTERNALcan be replaced with a Storyfall variable, condition, or trigger. - Lists. Ink’s
LISTtype is powerful and somewhat unique. Storyfall has Tags for categorizing entities and dynamic choices, which covers many of the same use cases but in a different shape. - Audio and visuals. Anything you triggered from the host runtime (Unity, web runner) needs to be set up again in Storyfall using the audio library and the rich text editor’s inline images and sound effects.
Next Steps
- Importing Stories - The full import procedure with all supported formats.
- Creating Your First Story - Walk through the Storyfall editor with a small example story.
- Variables & Conditions - The Storyfall equivalent of
VARdeclarations and conditional content. - Triggers - A different way to express the flow constructs you might have used Ink tunnels for.
- HTML Export - Export back out to a single HTML file if you ever want to move on.