Breathsalt Atlas
World
Story
Game design
Assets
Graph
Planning
Graph
Story dependency graph
Story elements flow from left to right according to their completion requirements. ALL, ANY, and NOT junctions preserve compound prerequisite logic. Parent groupings appear inside story nodes.
event · unclassified
The Exile's Sample Sale
Within The Motherlode C…
sequence · unclassified
Goat Fair
Within Kip's First Day
beat · unclassified
Hob's Assignment
Within Kip's First Day
sequence · unclassified
The Walk Back with Hob
Within Kip's First Day
beat · unclassified
Hob's Rescue
Within Kip's First Day
event · unclassified
The Kilnrath Trade Route
Within The Motherlode C…
sequence · unclassified
Lamp Road Shift
Within Kip's First Day
sequence · unclassified
Lamp Road, Second Shift
Within The Motherlode C…
arc · unclassified
The Motherlode Conflict
encounter · unclassified
Old Brackenjaw Encounter
Within Kip's First Day
sequence · unclassified
Kip's First Day
arc · unclassified
Seasonal Descent
Within The Motherlode C…
beat · unclassified
Village Survives, Changed
Within The Motherlode C…
sequence · unclassified
Wake the Mine
Within The Motherlode C…
Unclassified path
Core path
Optional
Conditional
· ALL / ANY / NOT preserve compound requirements