Each block is part of one journey—from a draft on the board to a finished storefront listing. Exact labels may shift as we ship updates; the intent stays the same.
Canvas & page map
Pages are cards on a large canvas: drag them, resize, zoom with the mouse wheel (the focal point stays under your cursor). That keeps structure legible even for long projects.
Zoom controls sit at the top-right, with a quick jump to the reader preview.
Links & story navigation
You define how pages connect—where each choice leads, how the reader moves across branches. A dedicated linking mode keeps the graph understandable.
A visible map means fewer plot holes.
Chapters & transitions
Split the book into chapters from the sidebar and use transition pages between them. Readers get clearer navigation; you get scaffolding for long-form planning.
Chapters help pacing and keep parallel arcs from melting together.
Event branches
Side arcs—optional quests, short threads—can live in event branches so they stay visually separate from the main line.
Great when you want optional content without cluttering the primary map.
RPG: stats, inventory, requirements
For game-like mechanics you can use character stats, inventory, and gated choices tied to numbers or items.
That delivers a game feel inside the book—no separate engine required.
Art & audio
Add a page image, atmosphere audio, and background music from the library—readers hear them in the reader at the right moment.
Media deepens immersion and sets scene tempo.
Reader preview & menu
A phone-style preview shows menus and layout before launch. Tune menu behavior while you are still in the editor.
Fewer surprises once the book is live in the store.
From draft to storefront
When the story is ready, you prepare the listing: cover, description, genre, age rating, pricing or access model—consistent with the rest of Forgeon.
One flow: draft in the editor → verify preview → publish for readers.