I love the new game mode update

Discussion in 'Site Feedback' started by Lilyflier, Jun 17, 2026 at 7:12 AM.

  1. Lilyflier

    Lilyflier Virgin

    Comparisons between variables in the conditional are now possible!

    Meaning it's now easy to straightforwardly have things like:
    • A working XP bar with a changeable maximum. (XP ≥ XP_max)
    • Movable colliders. (X = X2, Y = Y2) or (X ≥ X2a, Y ≥ Y2a, X ≤ X2b, Y ≤ Y2b)
    • A weight limit. (Weight ≤ Weight_cap)
    However it's unfortunately still not possible to directly set a variable according to another variable, so things like the following will still require janky solutions:
    • HP > HP_max | HP = HP_max
    • Enemy_HP - Damage
    • Gold - Price
    • XP + XP_reward
    • Food - Harem_size
    New types/abilities of game mode variables!
    • String (Free text), If only we had string manipulation operations or the ability to reference other variables in the value field when changing it. ;-;
    • Boolean (yes/no), you can now reverse/switch/toggle this instead of just setting it to true/false!!! This is huge news for anyone (like me) who likes to try making binary circuits in their projects using boolean variables.
    • Dropdown
    • Age
    Syntax changes
    For more info on these, create a testing story with game mode and customize activated, then see the 3-bar menu for documentation.

    It's now possible to set values without selecting a chapter!


    Using the reveal or roll chapter syntax, you can now include a button that sets variables to any number or a random number within a range.

    Any conditionals in the chapter text will account for the variable changes live! So this is an incredibly useful feature.

    Main limitations:
    • Making relative adjustments still requires a chapter, since you can't go "set {game:num} = {game:num} + 5" for example.
    • Each {reveal} only sets a single variable one time, until the {reveal} section is loaded again. Normally this would mean that the player must reload the page or be directed back to the chapter later on in order for the {reveal} to adjust variables again, but thanks to the fact that the text conditionals update live, it's possible to kinda circumvent this problem! By having reveals and conditions that change whether the reveals are loaded or not, you can make it so the player can always reload and reuse them. Though I think if the reveal is left empty, or if the page first loads the reveal, or if there's extra spacing around the reveal or something, then this won't work properly. It's very finicky.
    You can also make it so that the roll only works once.

    It's possible to set roll a 1 sided dice, meaning that you can create a button that sets a variable with certainty and doesn't reveal anything! Although it can of course only set the variable to 1.

    Better conditional operators

    There are new conditional operators for both chapter conditions and in-line text conditions. Including: != (not), OR, AND, ().

    There's now an in-line password lock system!

    So you can hide text behind a password lock that readers have to figure out! This is a really cool feature but I don't have much more to say about it.

    There are now new ways to display variables!
    • Stat
    • Meter (With custom minimum/maximum!)
    • Chat (Allows you to create text-message style communications between people. Cannot be nested inside anything, even just a list!)

    You can now add an input field that readers can edit values in!!!

    Oh my god, are the days of creating dozens of chapters (or now I guess reveals, if them being single-use isn't too bad) for selecting different game variable values finally over?!

    No. For some reason (maybe game mode calculations are still done server-side? Could also explain a lot of the other limitations that are otherwise quite strange), this feature is restricted to reader variables only. Which is to say, the variables that you could already edit in the customize menu. Noooo!

    You can now straightforwardly check if a variable is initialized with {if reader:name}.

    Can you nest reveals and/or locks?
    No, not even indirectly :(
    Though you can put locks/reveals inside charts, and probably some other stuff too.

    Slight random change
    Using R<number> now selects a random number between 1 and <number>, instead of 0 and <number>. So R10 is 1-10 instead of 0-10.


    There's a bunch of stuff I haven't properly tested yet, so I'm likely missing some important changes and I've likely gotten some details wrong. Please comment if you find anything else noteworthy or notice mistakes in this post, I'll try to edit it accordingly!
     
    Last edited: Jun 17, 2026 at 9:16 AM
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