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A simple branching dialogue editor · By Nathan Hoad


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Recent updates

All-in-one addon for Godot
Hi everybody. For any Godot users of SayWhat, you might want to check out my new all-in-one addon for Godot . It has a dialogue editor and runtime built into th...
SayWhat 4.3.0
Continuing on with the whole “translations” thing I’ve added a new button to the toolbar: This new button will auto generate static translation keys for a...
3 files
SayWhat 4.2.2
Another quick bugfix release that helps translations exports play nice with existing files. It will now match the column count against the rest of the CSV file...
3 files
SayWhat 4.2.1
Just a couple of bug fixes in this one. Fixed an issue where exporting before saving anything would lock up the editor Fixed a parsing issue with certain respon...
3 files
SayWhat 4.2 - Export Translations CSV
Hello again. It hasn’t been that long since the last update but I’ve had some time to add an important new feature (and a few less important features). Firs...
3 files
SayWhat 4.1
On top of updating the Itch page with some more documentation, I’ve added a couple of new features to the editor and fixed a few bugs. When your cursor is on...
3 files
A whole new SayWhat
SayWhat has been rewritten from the ground up. The new workflow is smoother and comes with new features. Gone are the clunky conditional prefixes - now you have...
3 files
Inline node jumps
This update adds support for inline node jumps. Now you can have conditional node jumps in the middle of a dialogue node: Character: Some dialogue. [if some_con...
2 files
Last post
If you happen to find something broken with either the editor or the addon then you can let me know here.
started by Nathan Hoad Jan 15, 2022
1 reply