v3.0 Engine SDK Released

Visual logic for complex games.

Design quests, skill trees, and dialogue using an extensible node editor. Compile directly to JSON for seamless engine integration.

On Quest Start
Trigger ID
Q_Main_01
Check State
Condition Level > 5
True
False
Grant Item
Item_Sword_01
Play Dialogue
DLG_Reject_Level

SaaS logic infrastructure

Decouple your narrative and game logic from hardcoded scripts. Manage state and execution paths via visual graphs.

Behavior Trees

Construct complex AI behaviors and quest states using hierarchical state machines and condition evaluations.

Global State Management

Track player decisions, inventory flags, and world context in a unified data store accessible by all nodes.

Type-Safe Payloads

Nodes emit strictly typed JSON configurations, ensuring your game engine interprets data without parsing errors.

Built for technical pipelines

Designed for technical designers and engineers. Skip the manual boilerplate and focus on building robust gameplay systems.

Real-time Compilation

Graphs compile to optimized JSON payloads instantly. Errors are highlighted directly on invalid nodes.

Version Control Native

Data structures are designed to be diff-friendly in Git. Collaborate with multiple designers safely.

Custom Node Schemas

Define custom node types using our Schema Builder. Extend the editor to fit your game's unique mechanics.

quest_compiled.json
Valid
12345678910111213
{
  "graph_id": "q_main_01",
  "version": 3.0,
  "entry_nodes": ["node_start_1"],
  "nodes": {
    "node_start_1": {
      "type": "Trigger",
      "data": { "event": "OnInteract" },
      "next": ["node_cond_1"]
    },
    // execution path branches automatically parsed
  }
}

Engine Agnostic

GraphOS exports logic to standard formats. Drop our lightweight C++, C#, or GDScript runtimes into your engine to interpret nodes instantly.

U

Unreal Engine

C++ Plugin

Unity

C# Package

Godot

GDScript / C++

Custom Engine

REST API / JSON

Trusted by technical designers

"GraphOS completely removed the bottleneck between our narrative team and engineers. Writing custom node schemas in C# took hours instead of weeks, and the JSON output is flawlessly parsed."

AT

Alex Tanner

Lead Programmer

"We use the state machine functionality to drive all enemy AI phases. Having a visual debugger to step through nodes while the engine runs has saved us countless hours of logging."

SJ

Sam Jenkins

Systems Designer

"The fact that it's Git-friendly is huge. Previous visual scripting tools generated binary blobs, but GraphOS structures JSON beautifully so our team can diff and merge logic files seamlessly."

MR

Maya Rossi

Technical Director