Narrative QA for branching games

Find the plot holes
before your players do.

Lineweave maps every branch of your script, then has Claude read it like an editor: it catches characters who know things they shouldn't, items that were never found, and endings no path can reach. Every finding comes with a quote from your script.

The sample script, mapped
Broken link Path missing a required item Unreachable scene

How it works

Two passes. One review you can trust.

Rules catch what rules can catch. Claude catches what only a reader would notice. Lineweave checks Claude's evidence against your script before showing it to you.

01 · STRUCTURE

Walk every path

A deterministic checker explores every route from the start scene, tracking which items and facts the player has picked up along the way.

  • Broken choice targets
  • Unreachable scenes and endings
  • Paths that skip a required item
02 · MEANING · CLAUDE

Read it like an editor

Claude reads the dialogue, your world notes, and the path map together, looking for the problems a rule can't express.

  • Characters knowing what they couldn't
  • Contradictions with your world notes
  • Out-of-character choices
03 · EVIDENCE

Verify, then you decide

Each Claude finding must quote your script. Lineweave checks every quote against the actual dialogue and marks any it can't find. You get a suggested fix, never an automatic rewrite.

Live demo

A missing key. A broken ending.

The sample script has six planted problems: three structural, three that only a reader would catch. Run both passes and see how many turn up. Then load the corrected version and compare.

01Structure check · runs in your browser
Branch map
02Claude review · reads dialogue and world notes

The structure check can't tell that a guard greets someone he has never met. Run the review to see what Claude finds in the same script. It usually takes 20–60 seconds.

Running the review sends this script to Anthropic's API through Lineweave's server. Lineweave does not store scripts.
Script format

Each scene has an id, a title, dialogue lines, and choices that point to other scenes. requires lists the facts a scene expects the player to have; sets adds facts once the scene plays. world_notes is free text that Claude checks the dialogue against. Up to 200 scenes. Ink and Yarn Spinner import is next on the roadmap.

Why this matters

Branching stories break quietly.

A visual novel or RPG with a few dozen choices already has more paths than anyone can replay by hand. Small teams find continuity errors the way players do: by stumbling into them. Proofreading tools check sentences. Engine validators check links. Few tools check whether the story still makes sense on every path.

Why Claude

The job is careful reading over long, structured context: world notes, every scene, and the path map at once. Claude's long context and structured output let Lineweave send the whole script in one request and get back findings it can verify.

Why not just paste it into a chatbot

A chat answer doesn't know which path a problem happens on, and nothing checks whether its quotes are real. Lineweave pairs Claude with an exact path checker and rejects evidence that isn't in the script.

The writer stays in charge

Lineweave flags and suggests. It never rewrites your story.

Roadmap

Where Lineweave is going

Working now
  • Path checker with item and fact tracking
  • Branch map visualisation
  • Claude editorial review with verified quotes
Later
  • Full-game reviews across chapters
  • Localization consistency: names, terms, placeholders
  • Engine plugins and CI checks

Follow the path. Find the gap.

Try it on the sample script, or paste your own.

Open the demo →