Journey conditions build on the reading history: what the reader has already seen, how many times they passed somewhere, what they received. This is the main tool for coherent non-linear stories: every path remembers the others.
# Step already read
The choice is only visible if a given step has already been read. In multiplayer you specify for whom: the current reader, a specific player, any player, or all players.
Example
# Step never read
The opposite: the choice is only visible if the step has never been read. Useful to offer an alternative until something happens, or to close a door for good after an irreversible choice.
Example
# Visit count
The choice depends on the number of visits to the current step (at least N, exactly N…). Very effective on "crossroads" steps the reader keeps coming back to: the place evolves with repetition.
Example
# Event already read
The choice opens once an event has been received and read by the reader — typically an email sent by the story (opening the email, or clicking one of its buttons, triggers the condition).