Narrative game makerby After Signal

Build the chapter. A bot plays it. Publish in one click.

The editor I made Who Left It On? with, chapter by chapter and without writing code. You bring the map and the story, and it plays in the browser.

In development · only I use it for nowHow it started

The real editor, with chapter 1 of Who Left It On? Sped up, no sound.

Why I made it

Not an engine. The editor I needed.

I wanted to tell a serious, cinematic story about a world where water is running out and everything falls into crisis. For that I did not need a huge engine, just an editor my own size.

I am an experience designer who comes from Figma and Sketch, so I wanted it simple, with no code and no licences.

What it does

Everything a chapter needs

Map

Place notes, doors and objects on the map and see it just as the player will.

Tale Rocket’s map editor in edit mode: the chapter 1 base seen from above, every object, note and door marked with its icon and its name, and the editor’s tabs on the left.

Story

Write the chapter’s tasks and choose from menus when each one appears and when it is completed.

The chapter’s task list in Tale Rocket, with one task open: when it appears and when it is completed, chosen from menus.

Story flow

A diagram shows at a glance what each step of the chapter needs and what it opens.

Chapter 1’s story flow, steps 6 to 9: every scene, note, tool, door, key and hidden area as a box, joined by arrows that say what needs what and what opens what.

Intro and cinematics

Scenes with camera, black bars and text, which you watch in the editor before they reach anyone.

The first scene of chapter 1’s intro, as the player sees it: a car in the rain, a dark city behind it and the story’s first line.

Covers

Living covers that change with the player’s progress, with rain, lights and sound.

The covers editor: the covers by player progress, their settings tabs, and a preview of the game’s menu with the size and language buttons.

8 languages

Every text sits beside its original, and a language is only offered once it is complete.

The intro scenes editor: the language buttons, the list of scenes, the scene’s text with its original below, and the preview as the player will see it.

QA bot

A bot plays the whole chapter and tells you where it gets stuck.

The QA simulation running at ×10: the character plays the chapter alone and the panel notes every step it completes, with the Fast-forward and Go now buttons.

The big advantage

Change the story today. Your players have it today.

  1. You edit
  2. You check
  3. You publish
  4. Your players

What goes out this way is the narrative, meaning the story, the intro and the translations. Code, new pictures and the character’s look still need a new version of the game.

Why not a big engine?

Big engines are amazing, and for many games they are the best choice. Here is the honest comparison for a story told in chapters.

Tale RocketA general-purpose engine
Easy to learnYesPartly
Hardly any documentationYesNo
No code to writeYesNo
A bot that plays the chapterYesPartly
Made for the browserYesPartly
Change the story without a new version of the gameYesNo
Translations beside the originalYesPartly
3D, action and physicsNoYes
Maturity and communityNoYes

If your game needs 3D, combat or physics, use a big engine. Tale Rocket is for telling a story in chapters, in pixel art.

Made with Tale Rocket

Who Left It On? · Chapter 1

A world running out of water, an abandoned plant and one question. The first chapter, “The Abandoned Plant”, was made entirely with Tale Rocket.

Project status

Where it stands today

Editor v1.47.0 · 48 versions since 8 October 2026

Works today

  • Map editor
  • Tasks and story flow
  • QA bot
  • Covers and splash screens
  • Translations in 8 languages
  • Publishing the story without deploying

Not yet

  • Creating cinematics in the editor
  • Open to other creators

Want to try it?

It is not available yet. Follow its progress on our networks or write to me on X.

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