Quest Helper
Quest planning for every game engine

Your game lives or dies by how well its story is told.

A good game is a good story with good progress, and quests are what keep people moving. Most developers build the story and forget the dramaturgy. Quest Helper covers it: you keep the overview, there are no plot holes, and every thread comes together.

Try 14 days for €0. Cancel anytime before your trial ends. After cancelling, your plan stays readable and exportable.

Quest Helper storyboard: chapter, area and quests as a flow of building blocks

Storyboard view, shown with the German interface

your whole area,
one flow

Most developers build the story. Few design the drama.

Quests get added one at a time. Somewhere along the way a thread is dropped, a question is never answered, and three quests in a row feel exactly the same. Players notice long before you do.

1

Quests without a reason

A task exists because the map needed one, not because the story did.

2

Threads that vanish

A mystery opens in hour two and is never mentioned again.

3

A flat rhythm

Same tension, same pace, again and again. The arc never rises.

You create. Quest Helper does the organizing.

Quest Helper is made for people who want to let their creativity run free and would rather not do the organizing. It takes over the complex, strategic part a good story and a good game depend on, so you can focus on your ideas and on what matters most in your game.

Your part

  • ✓Ideas, worlds and characters
  • ✓The moments players will remember
  • ✓What makes your game yours

Quest Helper’s part

  • ✓Structure from chapter to quest
  • ✓Dramaturgy and a rising arc
  • ✓Every thread tracked, every gap found
  • ✓The three basic needs of players covered

What you get out of it

Made for solo developers and small teams who do everything at once: code, art, sound and story.

A narrative designer on your team

Most indie teams have nobody who only takes care of the story. Quest Helper brings the dramaturgy knowledge with it, so you do not have to learn it first.

Scope you can see

Chapter, area, quest: you see how big your game really gets before you build it, and cut early instead of late.

Change the story without breaking it

Move a quest, cut an area, rewrite a character. The Story Doctor shows you right away which threads now hang loose.

One place instead of ten documents

Story, characters, ideas and quests live together and stay up to date. No more searching through notes, boards and spreadsheets.

Never start from a blank page

150 quest ideas with explanations give you a starting point whenever you are stuck.

The whole team on the same page

Everyone sees the same plan, so nobody builds a quest the story no longer needs.

Six steps from your story to a finished game

This is how you work in Quest Helper, from the first sentence to the export. The idea notebook is with you in every step.

0

Start with a 5-minute briefing

A short conversation when you create your project: genre, the core of your story in one sentence, your main character and a cover. Afterwards your project stands with the basics.

GenreCore of the storyMain characterCover
1

Plan your story

Write your premise in one sentence, shape the arc with thesis, antithesis and synthesis, and split the game into acts and chapters. One sheet holds the whole game.

Premise
A mapmaker must finish her last map before the winter storm.
ThesisThe world is mapped and safe.
AntithesisA blank region appears on the map.
SynthesisSome places may stay unknown.
Acts
Act 1Act 2Act 3
Strands
Main storyCharactersPuzzles

Illustration with example content

2

Bring your world, characters and items to life

Hang your stages and areas into the story. The character planner gives every character a wish, an inner lie, an arc, relationships and a picture. The item catalog lists every quest-relevant item and object for easy lookup: where it is found, what it is needed for and in which quests. Import your own assets as pictures for characters and items.

Mara, the mapmaker
WishTo finish the perfect map
Inner lieOnly what is drawn is real
ArcLearns to leave blank space
VoiceDry, precise, warm underneath
RelationshipTomas, her rival
Main story
Item catalog
Brass key
Found: the lighthouse door
Needed for: the lamp room
In quests: 5, 7

Illustration with example content

Our edge
3

Draw your journey

Set your stations on the map: here the crash, then over there. The whole network of connections across stations, strands and characters stays visible, so you see where the story holds together.

Map with six stations and the journey below
4

Set your quests

Open the library at any station and get a fitting quest suggested: for the tension you need, the basic need that is still missing and mechanics you have not used yet. Add reason, character, tone, reward and dialogue.

See all quest types →
An opened quest card with explanation
The heart of Quest Helper
5

Story Doctor

The Story Doctor finds logic errors and gaps while you plan, and once more as a full pass before you export: "Go through everything again." A click jumps to the spot, and you can mark a message as intended to silence it.

Story Doctor6 findings
No thread leads hereStation 4 is not connected to any strand.
The ending is missingThe main strand has no closing station.
Question never answered"Who lit the lamp?" is raised and never resolved.
Character disappears without an arcTomas appears twice and is never seen again.
An item is needed but never foundThe brass key is used in quest 7 and found nowhere.
Idea not placed yet3 notes in the notebook are not on any station.

Illustration with example content

6

Bring it into your game

When the draft is done, export it as JSON, CSV or Markdown. Connect your own agent through the API, or hand it straight to the Terra Engine.

How agents connect →
Your plan
→
JSONCSVMarkdown
→
Your game
API for your own agentTerra Engine directly

Illustration with example content

Always with you

Idea notebook

Throw in ideas anytime, place them later. Drag an idea onto a station, a character or a strand. The Story Doctor tells you what is still unplaced.

Idea notebook

All six steps in detail

Made for every genre

Quest Helper is neutral. A genre profile for your project suggests fitting story grids, for example Kishotenketsu for a cozy game without combat, and weights the library to match. Nothing is locked: every quest type stays available in every genre.

CozyRPGAction-AdventureMetroidvaniaHorrorPuzzleStrategyVisual novelYour own genre

Give your story the structure it deserves

Start with your first quest today. 14 days for €0, cancel anytime before your trial ends.

Start free trial

From €15 / month, see pricing