Private beta

Every artifact your game needs,
before a line of code.

Wire characters, items, mechanics, quests, levels, dialogue, and design docs together — and watch every reference stay in sync.

Free during beta · No credit card · Cancel anytime

Most game design lives in five tools.
GameHub replaces all of them.

Today, your wiki sits in Notion. Your dialogue lives in Articy. Mood boards in Miro. Items in a spreadsheet. And the GDD? A folder of PDFs nobody opens.

It all lives in one project, and it all stays in sync. Change a mechanic and the quests using it know. Rename a character and the dialogue, the references, the quest log all follow. No more remembering which file says what.

project · dragon queen

One project · eleven item types · every artifact in one hub.

01 · Project Canvas

Every item is a node.
Every connection has a meaning.

Drop characters, quests, mechanics, items, levels, and notes onto an infinite canvas. Drag from any card's edge to wire a curved connection — and pick what that line means. Your game's relationships become spatial, browsable, click-throughable.

  • Bidirectional wiring. Drag from any edge of any card; the line lands where you drop it.
  • Five typed connections. Depends, references, blocks, inspires, default. Each one a different colour.
  • Reroute, align, lock. Keep the canvas tidy as it scales. No spaghetti.
project · canvas — wiring connections
level · the dragon queen

02 · Map Editor

Levels you can walk through,
before they exist.

Drop pins on a hand-painted map. Characters become portrait frames. Items become rarity-glowing tiles. Quests become coloured pennants. Levels link to other levels — drill down with one click. Pan, zoom, draw regions, measure distances. Then export to PNG when the publisher asks.

  • Smart pin types — character pins are portrait frames, item pins glow with rarity, quest pins fly the right colour pennant.
  • Polygon regions, distance scale, measure tool — sketch a forest, mark an exclusion zone, check how far the player walks.
  • Sub-location drill-down — link a pin to another map, click into it, walk back. Hierarchy without a wiki.

03 · Conversation Graph

Branching dialogue.
Played, not just written.

Wire your dialogue as a node graph — speakers, choices, conditions, side-effects, jumps, endings. Then hit Play and walk it like a player would. Variables update live. Branches that don't fire stay greyed. The story breaks where you missed something.

  • Eight node types — Start, Dialogue, Choice, Condition, Action, Jump, End, Comment. Each colour-coded; each its own handle layout.
  • Play mode — simulates flags, items, affinity, quest state. Pre-set scenarios test branches without slogging through the whole tree every time.
  • Cross-conversation jumps — a Jump node can hop into another conversation entirely, so quest dialogue trees stay manageable instead of becoming one giant graph.
conversation · audience with the steward
gdd · vertical slice — the cinder crown
Clip #5 — GDD Editor

Demo video drops in here

04 · GDD Editor

Design docs
you actually open.

Block-based pages on a wiki-style tree. Twelve block types — most of which you won't find in Notion because they're built for game design specifically. And every Object Reference is a live card that updates the second its source item does.

  • Twelve block types — text, callout, image, gallery, table, divider, plus the game-specific ones: Input Scheme, Object Reference, Color Palette, Progress Tracker, Timeline, Sound List.
  • Live Object Reference cards — characters, quests, items, mechanics embed as cards that pull live from the source. Edit a character; every GDD card showing them updates.
  • Multi-page tree — GDDs aren't one infinite doc. Pages nest into a tree, each with its own emoji + colour. Find what you need without scrolling 60 pages.

05 · Structured Editors

Not a database.
A character sheet.

Every item type ships with its own purpose-built editor. Items glow by rarity. Quests have branching steps with conditions. Mechanics are explicit about Input → Process → Output. No wrestling generic templates into shape — the editor already knows what a character is.

  • Items — 35 SVG icons, 6 rarity tiers (Common → Mythic) with escalating glow, custom stat grids, tags, buy/sell, concept-art gallery.
  • Quests — 5 quest types with own colours, giver + location pickers, objectives with sub-objectives, branching step list with if condition → step N rerouting.
  • Mechanics — 9 categories (Combat / Movement / Puzzle / Economy / Social / Stealth / Progression / Meta / System), each colour-coded, with explicit Input → Process → Output design.
item · the cinder crown
Clip #6 — Structured Editors

Demo video drops in here

@-mention · live cards
Clip #7 — Cross-References

Demo video drops in here

06 · Live Cross-References

Type @.
Everything is connected.

Type @ in any text field, pick an item, and it inserts as a live chip — clickable, type-coloured, and always in sync with its source. Rename a character; every chip and live card across every GDD, note, conversation, and quest updates instantly.

  • @-mention chips — work in every long-form field: character bios, GDD blocks, notes, conversation dialogue, quest objectives.
  • Live Object-Reference cards — embed full cards (with portraits, stats, and previews) directly inside GDD pages. Edit the source; the card updates.
  • Backlinks panel — every note, character, and item knows who's referencing it. Find every place a quest is mentioned without leaving its sheet.

Pricing

Lock in launch pricing.
For life.

Subscribe now and your rate never goes up. No usage caps that surprise you. No "contact us" pricing.

🚀 Launch pricing. Locked in for life if you join now. Going up after public launch (Indie $5 → $7, Team $12 → $15, Studio $25 → $35).

Free

One project. All editors. Forever free.

$0 forever
  • 1 project
  • All structured editors (character, item, quest, mechanic, level, conversation)
  • All 12 GDD block types
  • 1 GB asset storage
  • Best-effort email support
Start free
For solo devs

Indie

Solo devs who want unlimited room to build.

$5 per month

Regular price $7 Early bird

  • Unlimited projects
  • 10 GB asset storage
  • Project export / import (JSON archive)
  • Email support
  • Early access to new features
Get Indie

Team

Small studios that need real collaboration.

$12 per seat / month

Regular price $15 Early bird

  • Everything in Indie
  • Multi-user shared projects
  • Async collaboration (real-time on roadmap)
  • Comment threads on items
  • 50 GB asset storage per workspace
  • Workspace activity feed
Get Team

Studio

Mid-sized studios needing admin + audit.

$25 per seat / month

Regular price $35 Early bird

  • Everything in Team
  • Admin dashboard + role permissions
  • Audit log
  • 200 GB asset storage
  • SSO (coming soon)
  • Dedicated support
Get Studio

All prices in USD. Cancel anytime. Your data is always yours, exportable to JSON in one click.

Frequently asked

Honest answers.

When does it launch?
Currently in private beta. Public launch is targeted for late 2026. Sign up above to get an invite — early-access users get the Indie tier free for the first year after public launch.
Can I import from Articy / Notion / Twine?
Importers are on the roadmap (Twine first, then Articy, then Notion). For now, you can copy/paste content into GameHub manually — most fields accept rich text and the structured editors are forgiving about pasted formatting.
Will it work offline?
Not at launch. GameHub is a hosted SaaS — your data lives on our servers (encrypted, backed up daily). Offline / desktop mode is on the long-term roadmap. If offline is a hard requirement for your team, the data-export-to-JSON feature lets you keep a local mirror.
Do I own my data?
Yes, completely. One-click JSON export at any time, including all uploaded assets. You can take everything with you and reimport into a fresh account anytime. We never look at your designs.
What about real-time collaboration?
At launch, async collaboration only — your team shares a project, everyone sees changes after a refresh, last-write-wins on conflicts. Real-time (Figma-style cursors) is on the roadmap for ~6 months post-launch and depends on Team-tier customer demand.
Does it work on mobile or tablet?
Not yet. The editor is desktop-only at launch — every interactive surface (canvas, map editor, conversation graph) is built for a real keyboard + mouse. A read-only mobile viewer is on the roadmap so you can browse a project on a tablet at coffee shops without editing.
How does billing work?
Credit card via Stripe. Monthly or annual (annual = 2 months free). Cancel anytime; your data stays accessible in read-only mode for 30 days after cancellation, then archived. Refunds within 14 days, no questions asked.
Why should I trust a one-person SaaS?
Honest answer: founder-built tools have higher product taste and lower bus-factor than VC-funded ones. We mitigate the bus factor with: (a) full data export at any time, (b) daily off-site backups, (c) source-escrow agreement so a long-term Studio customer's data is recoverable even in the worst case. Roadmap is public; team grows as revenue allows.

More questions? Email hello@gamehub.dev.