The last few weeks focused on two things: preparing promotional material and expanding the editor with a system that will fundamentally change how Bards work inside Talescape.
Four small example stories were created specifically for trailer production. These were built as focused showcase pieces to highlight specific mechanics, moods, and workflows inside the editor. Their purpose was to demonstrate what Talescape can do. Each of these examples became the foundation for a dedicated trailer. All four trailers are now complete and scheduled for release.
In addition, the first Dreamer trailer was finalized. While the Bard trailers focus on creation workflows and tooling, the Dreamer trailer establishes tone and emotional direction for the platform itself.
However, the biggest change in this update is the introduction of importable Asset Packs.
Asset Packs are now part of Talescape.
Bards can browse curated asset collections directly inside the editor and import individual images into their story with a single click.
Instead of manually uploading every background or illustration per project, Asset Packs provide structured, ready to use resources. Each pack is integrated as a defined system entity rather than a loose file collection.
Every Asset Pack includes is associated with a defined creator, a license model, Dream Type recommendations and automatic attribution tracking.
When importing, Bards can select exactly which images they want. Selected assets are copied into the story’s media library, keeping projects self contained and portable.
The Asset Library can be searched and filtered by: Dream Type, Tags, Creator & License Type. This allows Bards to search not just by style, but also by tone and legal constraints.
Multiple packs have already been secured for Talescape. Six are currently integrated, with more being added gradually. The long term goal is a curated production ready library, not an unstructured asset dump.
Asset Packs introduce three clearly defined license types:
Talescape does not sell these external licenses. The platform only enforces the declaration. If a Bard publishes wants to publish a commercial story using a restricted pack, they must confirm that they hold the appropriate external license. Acquired licenses can be linked in the story settings.
All Asset Packs currently available in the library are free to use under their respective license terms.
Every imported asset is tracked automatically.
When a story is published, all used Asset Packs are credited automatically. Bards do not need to maintain manual credit lists. Attribution is handled consistently and transparently by the system.
This reduces legal ambiguity and ensures proper recognition of creators.
While building the trailer stories, friction points in the logic workflow became visible. This led to a focused round of improvements in events, actions, and conditions.
The term “flag” was unnecessarily technical. It has been renamed to choice, aligning the terminology with how Bards think about story logic. This makes event configuration more intuitive, especially for non programmers.
Dialogue options now include a Remember Choice toggle.
When enabled, Talescape automatically:
Bards no longer need to manually create and wire variables for common branching scenarios. This reduces repetitive setup and prevents simple logic errors.
All triggers, actions, and conditions were reviewed and renamed where necessary. Descriptions were rewritten for clarity. Searchability inside selection views was improved. Naming was standardized across the system.
The system is now easier to navigate without documentation, which lowers the barrier for new Bards.
Bard profiles now support Patreon and Ko-fi links. This allows creators to connect external support channels directly to their Talescape presence without redirecting users through unofficial paths.
A large number of database queries were optimized during this phase. These improvements are not visible on the surface, but they prepare the platform for larger story libraries and more concurrent users.
Closed Beta begins next month. Access will be limited. Once the announcement is made, you can send me a direct message if you want to participate. Steam keys will be distributed directly.
Work now focuses on removing the final roadblocks before beta and further optimizing onboarding. This includes updating the documentation and creating the first tutorial videos so new Bards can enter the editor with as little friction as possible.