Every decision leads somewhere. Branch the player to different scenes, remember what they chose, and write as many endings as you want — built visually, no coding.
EscapeMaker is built for escape games first — and a choose-your-own-adventure is the same point-and-click logic: a choice is a click, a path is a scene, and the engine remembers the rest.
Start building — it’s freeBuilt by Selfdefiant, creator of 2,000+ browser games played by millions on Coolmath, Newgrounds, and beyond.
You don’t script an engine. You write the story and wire the choices — the branching, the memory of every decision, and the visual map of it all come ready to use.
Present options as clickable text or buttons. Each one can jump to a different scene, set a flag, or trigger any event — so the story forks on every decision.
A variable system stores decisions. Check them later with conditions to open paths, lock doors, and change how scenes play out.
Every scene is a node on the visual scene map. Drag to arrange, trace every path, and spot dead ends before the player does.
Route the player to different ending scenes, or fire a win screen with its own message, based on the choices they made.
Narrate with dialogue, styled note cards, and animated text (including typewriter), over backgrounds you upload, with scene transitions between beats.
Give the player things to carry or points to build, and gate choices by what they hold or how high a stat has climbed.
Looping music per scene, sound effects on choices, and particle effects to punctuate the big moments.
Publish to the EscapeMaker Portal in one click, or (on paid plans) export the whole game as one self-contained HTML file to host anywhere.
Nothing here is a “coming soon.” These are the same tools that ship thousands of escape games — pointed at branching stories.
Bring the decisions. The branching is already built.
Yes. A choice is a clickable option wired to navigate or set a variable. The visual event system handles the branching — no scripts.
Yes. Variables remember decisions, and conditions check them later to open or lock paths and change scenes.
As many as you want. Route to different ending scenes or trigger a win screen based on the player’s choices.
Yes. The visual scene map shows every scene as a node and how they connect, so you can trace and tidy every path.
Yes — and branching point-and-click logic is exactly what it’s built on. A choice is a click; a path is a scene.
On paid plans, export to one HTML file. On any plan, publish free to the Portal.
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