tarinoi

@tarinoi.bsky.social

We're building Tarinoi, the integrated platform for narrative design and production support. 🔹 Designed and built by @sirin.bsky.social and @petteri-sulonen.bsky.social 🔸 Explore, check out our devblog and get the latest news at https://tarinoi.com 🇫🇮 / 🇬🇧

Celebrate narrative games w/ our first-ever CHOICES MATTER FEST on Steam! AUGUST 10 - 17th: It’s stacked with... 🪧40+ Demos 🪧Behind-the-scenes content 🪧Interviews 🪧A Choose-Your-Own-Adventure-type quiz 🪧Exclusive announcements 🪧TWO WORLD PREMIERES (not ours) 🪧…and discounts on 90 featured games!

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Creating this platform from scratch means we put a lot of energy and thought into the core architectural design. We could draw from our experience, revisit scenarios and edge cases, and tailor it to support the new vision -and in a collaborative app like this, sync is a fascinating problem to solve.

Petteri Sulonen@petteri-sulonen.bsky.social · last wk.

Although Tarinoi is a webapp built for real-time collaboration, we decided to make it offline-first from the start. It wasn't trivial but it is so very much worth it. I wrote up a devblog about it. tarinoi-works.com/blog/offline...

Colour isn't just decoration - it's how we communicate with our users. Here's a look at our use of colour in Tarinoi, as part of a carefully considered user experience that encourages exploration, highlights reliability and guides you through the journey. tarinoi-works.com/blog/how-we-...

How We Use Colour in Tarinoi

More than branding, and never just decoration - colour is a key part of guiding users through a new interface. When so many apps compete to look the same, here's why we believe colour choices should b...

tarinoi-works.com

Every tool has its limits. We want to push Tarinoi's out far enough that you never have to think about them. It should never be the bottleneck. Here's how we got our boards to stay fluid with 10,000 cards – more than we'd expect to see in any real project. #gamedev tarinoi-works.com/blog/ten-tho...

Ten Thousand Cards

Big games have big dialogues. We've set our goal to 10,000 cards per board after which performance degrades gracefully. Here's how we got it to soldier on a long way past that.

tarinoi-works.com

Tarinoi is not only designed to support you when you refactor, we're also there to help you update references and connect alternatives 🔧 Worried you missed something - or want to tackle things manually? Run the Healthcheck to flag and correct mismatches and maintain project coherence.

Tarinoi's healthcheck feature, showing broken references with the offer to remap to a new solution.Tarinoi's healthcheck feature, showing structural issues with the dialogue flow such as missing output functions, a lack of connection or an incompatible dialogue set.

Yeah ok, I’m doing this. Here is some advice for aspiring game writers. Do not come into games wanting to be a game writer with the attitude that all you are going to write are the cinematics. Fact: a game’s story is not about the cinematics. 🧵

A good game writer works cross-discipline to bring an interactive story to life to offer the player an experience. And cinematics are just ONE SMALL PART OF THAT. Ambient conversations, one-liners for banter, barks for combat, weapons descriptions, codex entries, emails, etc.

We're big fans of the General Data Protection Regulation. No, seriously. We are. It protects some really important rights, and we engineered compliance with it deep into Tarinoi. If you're curious, here's a devblog on some of the ways we approached it. #gamedev tarinoi-works.com/blog/built-i...

Compliance Built In

We claim on our front page that data isolation and regulatory compliance in Tarinoi are architectural, not an afterthought. Here we elaborate on what that actually means.

tarinoi-works.com

We're working on the plugins that get your content into the game - traverse dialogues, evaluate conditions and trigger logic, bound to in-engine implementations. You can use them as-is, or modify and build on them - we'll be releasing these under a permissive open-source licence. #narrativedesign

+1 to everything Zoe's saying here. Single source of truth and easy editing for non-technical people are the two great cornerstones of a good tool, in my experience. And the two hardest to find.

Back from Nordic Game, where we met teams from around Europe with all kinds of great new games. We also got to chat with other parts of the industry - business advice from fellow founders, tips from investors, and chats with developer schools. Now, back to honing a couple of cool new features!

two conference badges for Tarinoi, from Nordic Game 2026

Had some great chats with developers at Digital Dragons in Kraków! It was interesting that across different genres -adventure, puzzle, even multiplayer -they had lots to say about their stories and the creative ambition of their narrative designers. Meaningful stories aren't just for RPGs! #gamedev

Two Digital Dragons conference badges with the founders' names

We're building Tarinoi - an integrated narrative design and production toolkit for game studios of all sizes - intended for anybody making a game where the words matter. Take a look at tarinoi-works.com - if you're a studio or narrative designer interested in helping us develop it, drop us a line!

Screenshot from the Tarinoi website, showcasing a screenshot of the graph and header categories such as blog, features and contact sections. Reads "The Narrative Design platform built for the full game lifecycle."