Storii
A scene editor that turns a story into a playable, sellable game.
- Client
- Storii
- Sector
- Interactive media and creator tools
- Our role
- Full platform design and build
- Status
- Live in production
The brief
What was breaking
Interactive fiction has an audience and no accessible tooling. Building a branching story game meant either learning a game engine or hiring someone who had. The client wanted the people with the stories to be able to ship them, and to get paid when they did.
- Creating a branching story game required technical skill that most storytellers do not have and should not need.
- Multimedia scenes mean handling image, video, and audio processing, which is exactly where a non-technical creator gets stuck.
- There was no straightforward way for a creator to charge for what they made.
What we built
The system we delivered
Templates or a blank canvas
Creators start from a template or from nothing, so the platform works for a first-time author and for someone who has shipped ten games.
A visual scene editor
Each scene combines images, video, messages, sounds, and the choices that branch to the next scene, arranged as a filmstrip of the whole story.
Presentation controls per game
Text and background colour, background music, transition effects, timing, and tap sounds are set per game, including locking choices until audio finishes playing.
Paywalls at the scene level
A creator sets a price at a specific scene, so a story can open free and charge at the point the reader is invested.
Sales reporting for creators
Games sold and profit earned across a chosen date range, so creators can see which stories actually earn.
Sign-in that is not a barrier
Registration by email or through Facebook, Google, or Twitter, so the first step into the editor is short.
Built with
The stack behind it
The lead tier is what makes this system what it is. Everything under it is the platform that carries it.
Media processing
Frontend
Backend
Platform
What changed
The result in production
Creators ship without engineers
The editor removed the technical prerequisite, so having the story became enough to publish the game.
A revenue path built into the format
Scene-level pricing turned interactive stories into something a creator can sell rather than only share.
Decisions backed by sales data
Reporting on games sold and profit earned tells creators which stories are worth building on.
The screens
What it looks like in use
Same problem?
Let's scope what this would look like for you
Start with a two-week Discovery Sprint. We map your highest-value workflows and deliver a prioritised pilot roadmap grounded in what we have already shipped.
