Ogham Storyteller Foundation


Author branching dialogue & story content in a visual node canvas, connect every node to your project's own GameplayTag identity system, & ship a playable story with save/load & localisation built in.


by Heathen Engineering


Price History +

Ogham Storyteller lets you build branching dialogue and story content the way you'd sketch it on a whiteboard: nodes, connections, and choices, laid out in a visual canvas right inside Unity. No external app, no export step, no text format to learn first. Write it, wire it, play it.


It's the newest tool out of Heathen, a Unity Asset Store publisher for well over a decade, the same decade of experience that thousands of developers have already shipped hundreds of games on, more than 250 of them on Steam alone self-reporting as "Made with Heathen." 


But what makes Ogham different? 

It isn't a dialogue format sitting next to your project, it's built out of the same GameplayTag identity system that already drives conditions, save data, and cross-tool integration everywhere else in your game. A node's address is a tag. A choice can read or write anything else in your project that also speaks GameplayTags, no bridging code required. And a node can hold a real Unity reference directly, a Prefab, a sprite, an audio clip, resolved live at runtime, not a name you have to go look up.


Foundation is the whole system, free and open source: the graph editor, the bake pipeline, the runtime session, save and load. Nothing here is a trimmed trial waiting for you to upgrade.


For writers:

  • Author branching stories and conversations visually, in a node-graph canvas with a companion tree view, no state-machine code to write by hand.
  • Conditional branching with real logic: player choices gate on GameplayTag conditions and can run operations of their own, all authored visually.
  • Every piece of displayed content, not just text, can localise per culture through a Lexicon key, so a sprite, a voice line, or a prefab can swap for another language the same way a sentence does.

For programmers:

  • Drive a conversation entirely from code with the static Storyteller facade; Foundation alone is enough to ship a full featured game.
  • A node can carry a live Unity object reference (Prefab, sprite, audio clip) resolved at runtime, not a path string to resolve yourself.
  • Full public API, nothing hidden behind the editor.

For the team:

  • Real save/load: narrative state, current position, and history persist through Game Framework's save system, ready for a real save slot.
  • A World-scoped runtime subsystem, not a singleton, so more than one playthrough of the same story can run at once when your game needs it.
  • Every package ships with a ready-made SKILL.md, so whatever tooling you use already understands Ogham Storyteller on day one.
  • Beyond the code docs, a Knowledge Base hand-written and edited by our own team, covering not just the API but how to actually apply it to a real, shipping game.
  • Live support in our Discord and Fluxer communities, backed by a few thousand fellow developers already building on Heathen tech who've probably hit your exact question before.

We've been building tools for game developers for well over a decade. Come find us, we'd love to see what you make with this one.