State and logic
How a Narratomi story remembers things, tests what it remembers, shows it to the player, and rolls dice.
A story that only moves forward needs no state. The moment you want a locked door to open because the reader picked up a key three scenes ago, you need four things: somewhere to keep the fact (a variable), a way to write it (a Set beat), a way to test it (a condition), and, optionally, a way to show it (the HUD).
Everything on these pages is declarative data that travels into the published
bundle. The runtime is a pure state machine over one flat snapshot of variable
values, so the same inputs always produce the same playthrough. That is also
what makes seeded randomness possible: chance in Narratomi is one number
carried in the snapshot, not a call to Math.random.
Variables
Every variable type and scope, what each holds, and what happens on a new playthrough.
Conditions
The builder, the typed syntax and its grammar, and what a mismatch or a missing variable does.
HUD
Put a variable on the player's screen as a chip, a meter, a counter, or a list.
Randomness
The seeded generator behind the Check beat, and exactly what replays identically.
Persistent state
State that survives across playthroughs, where it lives, and how a player clears it.
Where the panels are
Variables and HUD widgets are project-level configuration. Open the right dock,
pick the Project tab, then the Variables or HUD sub-tab. Conditions
have no panel of their own: the same condition editor appears wherever a gate
can go, on a choice option, on an edge in the flow view,
and on a HUD widget's visible when.