Story angle for journalists
From Static to Interactive
Under every PanelWave feature is one decision: a chapter is a graph of panels, so a choice is just two edges with different conditions and a linear comic pays nothing for the capability.
The story
Print comics are page orders; motion comics are timelines. PanelWave models a chapter as a directed graph in which panels are nodes and edges carry conditions and transitions. Readers get pace, path and choice; creators get branching that is data rather than code, drawn in a visual graph editor and tested with a simulator. Consequences are carried in typed story variables and reflected by panel variants, which keeps the graph small even in a heavily branched work.
Why now
Interactive storytelling has mainstream reference points, from Bandersnatch to visual novels, but no comic-native, no-code tool for it. The CMS's graph editor, panel variants and hotspot execution all shipped in summer 2026 and are demonstrated live at the Frankfurter Buchmesse.
Key facts
- Conditions are JSON Logic, a small rule language that reads like a sentence and is evaluated by any implementation the same way.
- Variables have five scopes, from a single page to persistent across visits, so unlockables and completion flags are possible.
- The graph editor flags unreachable panels, dead ends and cycles before a reader finds them; preflight repeats the check before publishing.
- Reader analytics show a funnel per panel and a click heatmap, including taps outside every hotspot.
Background reading
Documentation is public and citable; blog posts carry the reasoning.
Documentation
Blog
- Why Graph-Based Navigation?(the non-technical case)
- Branching Narratives Without the Spaghetti
- Designing the Graph Navigation Engine(technical)