For game developers

Design the lore and the logic in one place.

Mimir is a worldbuilding and narrative design tool for game developers. Build branching quests and dialogue on top of your world, test them with typed world-state variables before they reach the engine, and export your canon as JSON files for Unreal, Unity or Godot.

Available Quests, dialogue, variables and Simulation are free on Mimir Core. Export to Engine is on Worldsmith and above.

Quests and dialogue

Branching narrative, built on your canon.

Quest and Dialogue editors are node graphs: start and end points, lines, choices, conditions, consequences and quest markers. Speakers, items and places link to the real entries in your world.

Because the narrative lives next to the lore, a renamed character or a changed fact is one entry, not a search through scripts. Story arcs and the Narrative Planner sit alongside for the bigger shape.

  • Quest graphs with objectives, choices, conditions and consequences
  • Dialogue graphs with speakers, choices and condition-gated branches
  • Story Arcs and the Narrative Planner for structure
  • Your own entry types and fields in the Entry type editor
The quest graph for The Binding of Fenrir: a choice branches into Týr pledging his hand or the gods letting the wolf go, each continuing to its own outcome.
A quest graph with a meaningful branch and two outcomes.
World state

Typed variables your graphs read and change.

Declare the facts that can change: true or false, numbers, text, choices, lists, sets, entry references and relationship snapshots, for the whole world or per character, faction or place. Conditions read them, consequences change them, and dialogue text can show them.

Variables are declared up front in one readable file in your world folder, so the state model is something you design, not something inferred from scattered scripts.

The Variables screen in Mimir listing typed, scoped game-state declarations such as fenrir_bound and gleipnir_forged, each a global boolean with a default.
Typed, scoped variables used by quests, dialogue and Simulation.
Simulation

Find the broken branch before the build does.

Simulation runs a quest or dialogue graph without a game engine. Step forward and back, choose at each branch, and watch variables and relationships change in the inspector. Start from a fresh state or a saved preset.

When a run ends, Mimir shows the outcome and every node the run never reached. Export the run as a JSON replay to share it or test against later. Simulation is part of Core, on every plan.

A dialogue test run in Mimir paused where the player chooses between two replies, with the path so far highlighted on the graph.
A dialogue run paused at the player's choice.
Export to Engine

Take your canon into the engine.

Export to Engine writes one JSON file per entry type, shaped for Unreal's DataTable import, for Unity's JsonUtility and for Godot 4. It runs on your computer and respects your spoiler threshold. It is a one-way file export, not a live connection.

Plain Markdown and JSON export are on every plan. Export to Engine is on Worldsmith (£14.99 a month) and above. Live engine integrations and round-tripping are later roadmap items.

  • Unreal: JSON ready for DataTable import
  • Unity: JSON readable by JsonUtility
  • Godot: JSON ready for Godot 4
  • Plain JSON and Markdown on every plan
Questions

Frequently asked questions

For game developers

Design it, test it, ship it.

Mimir's public beta opens soon. Join the beta to be among the first in, or read more about the tools on this page.