There's a gap in the game creation landscape, a space between simple narrative tools like Twine and RenPy, and complex game engines like Unity and Unreal. There are some low and no code game builders, but they focus on creating arcade games that focus on twitch mechanics and generally lack depth.

The Problem

If you want to create a branching narrative, tools like Twine are fantastic. You can build complex story trees, track variables, and create compelling interactive fiction. But the moment you want player decisions to affect gameplay systems, not just which text they read next, you hit a wall.

On the other end of the spectrum, Unity and Unreal can simulate anything. But they require months (or years) of learning programming, 3D modeling, physics systems, and architectural patterns. The barrier to entry is immense, and for many creative ideas, it's overkill.

The Space In Between

What about creators who want to build:

  • A therapy clinic simulation where patient outcomes affect your reputation, which changes what cases you receive
  • An ecosystem sandbox where introducing species affects food chains and population dynamics
  • A resource management game with interconnected production chains and cascading consequences
  • A point-and-click adventure where choices fundamentally alter available gameplay options

These ideas don't need 3D graphics or physics and colliders. They need system simulation. They need decisions that matter. They need gameplay that responds to player choices in meaningful ways.

Our Approach

MultiBit is designed to make these kinds of games accessible without requiring programming knowledge. We use a component-based system where you define:

  • Game Components - currencies, materials, quests, skills, locations, characters, etc
  • Workflows - actions players can take on those components, with requirements and consequences
  • Game World - define the players initial loadout and build out a map components preloaded
  • Cut scenes - create animatednarrative moments triggered any time you want, let players choose rewards

It's point-and-click configuration, not coding. But you're building systems and stories.

Why Now?

We're early. Rough around the edges. Not everything works perfectly, and some features you might want don't exist yet. But that's why we're opening up to early creators now.

We need people willing to:

  • Push the platform in unexpected directions
  • Document where they get stuck
  • Tell us what's missing
  • Help shape what this becomes

If you've had ideas that don't fit in Twine and feel too small for Unity, we want to hear from you. We're building this for you, and your feedback will directly influence what gets built next!

What's Next

Over the coming months, we'll be sharing:

  • Development updates and feature releases
  • Creator spotlights and case studies
  • Technical deep dives on how the system works
  • Lessons learned from early creators

If you want to be part of this journey, request creator access, try the demos, and let us know what you think.