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

Confronting the suspect is only offered if the reader found the clue in the cellar. Without that passage, the option simply doesn't exist — and the reader never knows they missed it.

# 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

You can only "Discover the secret passage" if you haven't triggered the cave-in yet. Once the gallery has collapsed, that path is gone forever.

# 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

The third time you pass the manor gate, the guard finally loses patience: "You again?" — and offers a deal he would never have offered before.

# 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).

Example

The "Reply to the raven" choice only appears after the reader actually opened the anonymous email in their inbox — not before.