Patter takes the whole dialogue and branching-narrative layer off your plate. Your writers author in a calm, code-free editor. You drop one small file into your game and play it: the same story, on Unity, Unreal, Godot, or the web.
MIT-licensed & free · no server · no lock-in · no telemetry
.patterc bundlePick the runtime for the engine you actually ship on. What plays in the editor plays in your build: choices, conditions, save/load, right down to the random draws.
No markup to memorise, no node graph to untangle. Writers work on a surface they already know: character cues, lines, directions. They are productive on day one.
A soft chime. A warm, paper-coloured room assembles itself around you.
A whole team's edits that combine instead of colliding, and production tooling that catches problems before your players do.
Plain text on disk (scenes, strings, and their notes) living in git or Perforce. No database, no server, no export step to get your data out.
A whole writing team's edits combine instead of clashing. Patter respects your locks and merges by structure, so growing the team doesn't turn into merge hell.
Coverage testing walks the flow thousands of times and flags every beat a player can never reach. Narrative QA you can fail a build on, in CI rather than in a bug report.
Two modes, live language switch, and player-toggle caption cues. Built in, not bolted on.
Position, state, visit counts, and the random draws: restored exactly, through a single call.
The patter CLI validates, compiles and plays, so you can gate a PR on it.
Send a stakeholder one playable HTML file, or a readable PDF screenplay. One click.
The reason Patter exists
Patter's deals in complete identified lines, not fragments of text. A translation is that line in another language; an audio take is that line's recording.
Natively part of the format.
Open the interactive tour as a playable Patter story, or drop the runtime into your engine today. It's open source, MIT-licensed, and free.