NPC dialogueGame Writing

Branching NPC dialogue for your game

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  • Revisions within the package are free.
  • If you do not respond within 3 days of delivery, the work is accepted automatically.
Order · $35

The money is reserved when you pay and released only once you accept the work.

Branching NPC dialogue for your game

Example result

Example for the Standard package

Lore document: a cozy fantasy farming game

Setting

Hollowmere is a valley lake that breathes. Each spring the Thaw raises the water and drowns the low fields; each autumn the Ebb pulls it back and uncovers old ruins, shells and seeds. Villagers farm on terraces and floating rafts, and the year is planned around the lake rather than the sun.

History in brief: two hundred years ago the valley was dry, ruled by the city of Merrow. The city dammed the river to grow rich, the dam cracked, and the lake swallowed Merrow in one night. Survivors built the village of Hollow on the hills above. Nobody has dived to the old city in living memory — until now.

Factions

FactionWantsFearsPlayer's role
The Terrace GuildStable harvests and keeping the old waysChange; outsiders "stirring the lake"Main source of farming quests and tools
The Raft FolkFreedom to move with the water; trade with the city downriverBeing pushed off the good shoresSell rare goods, unlock boat upgrades
The Keepers of MerrowTo raise the sunken city's relics and learn why the dam failedThat the truth will blame their own ancestorsLead the diving storyline

Key characters

  • Ada Fenwick, Guild elder — kind but stubborn; lost her brother to a Thaw flood. Motive: protect the village at any cost.
  • Juno Reed, Raft Folk trader — cheerful, always a deal ready; secretly sends money to family downriver. Motive: buy her own boat.
  • Brother Cal, Keeper — quiet scholar who found a Merrow diary. Motive: prove the flood was not an accident.

Quest outline: "What the Ebb Gave Back"

  1. Autumn, week 1: the Ebb uncovers a stone door near your farm. Ada wants it reburied.
  2. Week 2: Juno offers to trade a diving bell part for 20 lake lilies.
  3. Week 3: Cal decodes a symbol on the door: the mark of Merrow's dam engineers.
  4. Choice: open the door now (Cal's way) or wait for Guild approval (Ada's way). Each path changes who helps you in winter.
  5. Reward: first dive unlocked; a new crop, drowned barley, that grows only underwater.

Lore rules (to keep it consistent)

  • The lake never rises outside the Thaw; any "sudden flood" in a story must have a cause
  • No magic spells; wonder comes from nature and old engineering
  • Merrow's people are never pure villains — they built the dam to end a famine

Client: a two-person indie studio. Game: Hollowmere, a cozy farming and exploration game for PC and Switch. Their idea: "farming on a lake where the water level changes with the seasons."

The client and all details are made up.

About this service

We write branching dialogue for the non-player characters in your game: shopkeepers, quest givers, companions and villains, each with a distinct voice. Conversations come as dialogue trees with player options, conditions and outcomes, written to stay short on screen, because players skip long walls of text.

What is included

  • What you getDialogue trees for your NPCs with node numbers, player options, conditions and outcomes, plus short idle lines. You get it as formatted text you can paste or download as a file.
  • Distinct voicesEach NPC has a way of speaking
  • Player optionsFriendly, sharp, curious or silent choices
  • Conditions and outcomesNotes on what each branch checks and changes
  • Barks and idle linesShort lines for greetings and combat
  • Tool-ready layoutNumbered nodes easy to move into Yarn, ink or your editor

How it works

  1. 1
    BriefYou list the NPCs and what each scene needs
  2. 2
    WritingWe write the trees and barks
  3. 3
    DeliveryYou get dialogue ready to import

What we need from you

The game genre and setting, the list of NPCs with their role, what each conversation must achieve, the variables your system tracks (reputation, items, quest state) and any length limits on screen.

We will ask you:

  • What is the game and its setting?
  • Which NPCs need dialogue and what is their role?
  • What variables can the dialogue check?
  • Are there limits on line length?

Compare packages

PackagesBasicDialogue for 3 NPCs$15StandardDialogue for up to 8 NPCs$35PremiumDialogue for up to 15 NPCs$69
Deadline1 day3 days5 days
Revisions123
NPCs3up to 8up to 15
Lines in totalup to 60up to 200up to 450
Branching conversations1up to 4up to 10
Order BasicOrder StandardOrder Premium

Payment protection

You pay when you order, but the money is released only for accepted work.

  • Fixed priceThe package price does not change after you pay.
  • The money is reservedWhen you pay, the amount is only reserved. It is released to the service once you accept the work.
  • Checked before deliveryEvery result goes through a quality check before it reaches you, and you see it on the order page before accepting it.
  • Free revisionsAsk for changes within your brief as many times as the package allows.
  • Acceptance after 3 daysIf within 3 days of delivery you neither accept the work nor ask for changes, it is accepted automatically. If you write in the order chat after delivery, the order waits; once we answer, we may start the 3 days again and will say so in the chat.
  • Redo or a full refundIf the result does not match your brief and the revisions did not fix it, or the work takes more than twice its deadline, write in the order chat: we will redo the work or refund the payment in full.
How it works →

Questions and answers

In what format will the dialogue be?

As text with numbered nodes, speaker names, options and conditions. We can follow your own template if you paste it into the brief.

Will the lines be ready for voice acting?

Yes, we keep lines speakable and can add short notes on emotion for each one.

Can I ask for changes?

Yes, within the revisions of your package.

Packages
Order · $35· 3 days