27 March 2026

A busy first month

The announcement

After a long period of behind-the-scenes work that started in 2024, itself born from various experiments in narrative system design, Loreline and the website you are reading this article on were finally made public at the end of February.

The feedback following my first post on Bluesky was very encouraging. It suggests that the language's syntax choices and documentation are well received, that they make people want to write, and that is a very good sign: it is motivating for what comes next!

Stories written with Loreline run (almost) everywhere

When Loreline was made public, it shipped with support for JavaScript, TypeScript, C# (including in Unity), C++ (on PC and Mac), Python and Lua (with LÖVE for example) to run stories written in .lor files.

That was already quite good, but this month, additional platforms were added:

With these additions, Loreline now covers a wide range of languages and platforms used in game development and interactive storytelling.

If you are wondering how so many targets can be supported without becoming unmanageable, take a look at the technical overview of Loreline.

The language keeps evolving

Alongside platform work, several improvements were made to the language:

You're ${coffeesOrdered > 2 ? "fully awake" : "half asleep"}.
choice
  - An espresso, please.
    barista: Coming right up!
  - A green tea.
    barista: Good choice, I'll have that ready in a few minutes.
  Nothing for now.

This is the equivalent of choices prefixed with * in Ink

weather := blue sky with a few clouds

// Equivalent
weather = "blue sky with a few clouds"
choice
  + Recommendations if isRegular
  Coffee
  Tea
if beat_visits() == 1
  Welcome to the coffee shop!
else
  Good to see you again!
"He's crazy!" // Displays: He's crazy! (no quotes in the text, like before)

"He's crazy!" she said. // Displays: "He's crazy!" she said. (with quotes)

\"He's crazy!" // Displays: "He's crazy!" (escaped when we really want the quotes)

barista: Want another "special" coffee?

proverbOfTheDay := "one coffee too many" is a myth

These improvements contribute to making the language more expressive, so that it adapts to the writer's needs and not the other way around.

What's planned next?

While there is plenty to be happy about with what has already been done, there are many more topics to tackle going forward:

Unreal Engine compatibility

Technically, you can already plug Loreline's native C++ build into Unreal, but it is not the simplest integration. To continue making Loreline compatible with the major game engines in use, the plan is to make it available as an Unreal Engine 5 plugin, usable with Blueprints. Once that is in place, Loreline will truly be compatible with all the major game engines out there!

An offline writing application

Currently, the best option for writing Loreline offline is with VS Code and its Loreline extension. It works well and is relatively easy to set up, but having a small dedicated application that provides syntax highlighting, a preview (like the one in the Playground), and an export of your story as an HTML file that anyone can read would be even better, right? The good news is that this is planned before the end of the year!

This application will be freely accessible to everyone, and will be the simplest way to use Loreline for writing interactive fiction.

Localization improvements

You can already translate your Loreline stories using .lor files. An upcoming update will add support for other common translation formats such as .po and .csv files, and it will be possible to test your translations directly from the VS Code extension or the upcoming offline application!

How to help?

Loreline picture

Loreline is a project I use myself and in which I plan to invest considerably going forward. It is built with a level of quality that makes it viable for use in game studios and interactive fiction projects of all sizes. The language and runtimes are entirely free and open-source, while the VS Code extension and the upcoming standalone writing application will be permanently free as well.

In short, this is a fairly generous set of tools made available to the community, and a few simple forms of support are welcome, for example:

In the longer term

There is currently no way to financially contribute to the project, but a few options may be put in place when the time is right:

This application will be the "supercharged" version of the free offline writing application mentioned above, and a way to support the project. The greatest care will be given to both versions of the application, tailored to different needs. The free option will always remain a solid solution for writing with Loreline, the advanced version will be for anyone who wants even more tools, or simply wants to support Loreline.

That's all (and that's already quite a lot) for now

This article gave a good overview of what has been done recently on Loreline, and the direction the project intends to take. Feel free to reach out or follow the project on Bluesky, share your feedback and talk about Loreline around you, but above all, happy writing!