Quest Helper

Everything Quest Helper does for your story

Three things set Quest Helper apart: quest mechanics as building blocks, a structure that stays simple, and dramaturgy that is built in.

A tour through the app

Every view of Quest Helper, with a demo project.

Your projects on one shelf

Every game gets its own project with a portrait cover (2:3). You find your game at a glance and work on several projects side by side.

Project shelf with three projects

Shown with the German interface.

Draw your journey on the map

Place your stations on the map and see the route players take. Below, the journey shows every station as a card with its quest types and the basic needs it serves. The owl on the side points out gaps, for example when a quest type does not appear anywhere in the area.

Map with six stations and the journey below

See the whole flow

Switch to the flow view to read an area like a storyboard: every station with its quests in order, each marked with its quest type and basic needs. Gaps and repetitions stand out.

Flow view with stations and quests

A library of quest ideas

150 quest ideas, 100 mechanics and 20 step types, each with its own symbol. Search, filter by quest type and drag a card onto a station.

Library with quest idea cards

Understand every idea before you use it

Open a card and read what it is, how it plays out and why it works, with the basic needs and the psychological mechanisms it serves. Then add it to your station.

An opened quest card with explanation

Throw in ideas, place them later

The idea notebook is open in every step. Jot down an idea in a second, press Enter, and later drag it onto a station. Theo reminds you which ideas are still waiting for a place.

Idea notebook with five ideas, two placed at stations

Plan every station in detail

The planning sheet of a station: what happens, why the story moves on, the quests with their quest types and needs, and a quest type box that shows what you have used and what is still missing.

Planning sheet of a station

3. Dramaturgy built in

Good stories follow an arc. Quest Helper helps you plan it with thesis, antithesis and synthesis: the world as the player knows it, the disturbance that challenges it, and the new state that resolves it.

Players also need to stay motivated. Quest Helper follows the three basic psychological needs of people and shows you where your plan covers them and where it does not.

  • ✓Autonomy. Real choices: the order, the path, the solution.
  • ✓Competence. A new skill or visible progress.
  • ✓Relatedness. Bonds with characters, creatures and places.

The Story Doctor checks while you plan

No more plot holes. Quest Helper points out what tired eyes miss, directly in the plan:

A quest that serves no storyline.
A question that is opened but never answered.
Three quests in a row with the same tension.
A basic need that is missing in an area.
The same quest type three times in a row.

You can mark a gap as intended, with a reason, and Quest Helper stops warning about it.

Works with any engine

Quest Helper plans the story. You build it in the engine you like, from a solo prototype to a studio production. Own the Terra Engine? Then it is already coupled directly.

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Terra Engine owners

Quest Helper is coupled directly with the Terra Engine. If you own it, Quest Helper is included for as long as your update license runs.

Visit Terra Engine

Give your story the structure it deserves

Start with your first quest today. 14 days for €0, cancel anytime before your trial ends.

Start free trial