Write NPCs who remember your world.

Radegast is a dialogue and quest writing tool for indie game developers. Keep your lore in one place, draft branching conversations and quests with Claude, and edit every line before it ships.

It is made for small teams who have more characters than writers, and who want their innkeeper to sound like the same person in act one and act three.

Radegast is in early development. Write to us and we will let you know when the first version is ready to try.

Sample conversation. Pick a reply to see how one scene can branch.

Mirelle
Innkeeper of the Crooked Lantern

    Lore this scene draws on

    • The Crooked LanternInn by the river ford
    • HendrikMiller, lost his mill to the flood
    • The old millAbandoned for thirty years
    • Father AldousVillage priest, keeps old records

    Quest log

    No quest yet.

    How it works

    Writing NPC dialogue for a small game usually means spreadsheets, scripts and a lot of remembering. Radegast keeps the world and the writing together, so every new line starts from what is already true in your game.

    1. Write your world bible

      Characters, places, factions and the rules of your world live in one document. Every conversation reads from it.

    2. Draft with Claude, decide as the writer

      Generate branching dialogue and quest steps in a character's voice, then cut, rewrite or reorder anything. Nothing is final until you accept it.

    3. Take it into your game

      Export conversations as data your engine can load, with branches, conditions and quest updates intact.

      Export formats come after the first version.

    What the first version will do

    Character voice profiles
    Describe how a character talks once. Every draft keeps that voice, from their first line to their last.
    Branching dialogue editor
    See a conversation as a graph of lines and choices, and edit it like a document.
    Quest builder
    Turn a conversation into a quest with objectives, and keep track of which lines unlock which steps.

    Planned after that

    Lore checks
    Flag lines that contradict your world bible before they reach players.
    Engine export
    JSON, Ink and Yarn Spinner files for Unity, Godot and Unreal projects.

    Built on Claude

    Radegast uses Claude, Anthropic's model, to draft dialogue. Its long context lets it read an entire world bible at once, it keeps a character's voice steady across a long conversation, and structured output turns drafts into branching data a game can load.

    The writer stays in charge. Claude proposes, you choose what your characters actually say.

    Who is building it

    Radegast is made by Fatih, a software developer who builds real-time 3D for the web and makes small games on the side.