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Rea Language Specification — Part 5: Tooling & Reference (Sections 28–32)

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Implementation status: .reast package format (28) with ZIP extraction and reast.json manifest is implemented. The editor has a working CodeMirror 6-based implementation with syntax highlighting. Platform features like keyboard navigation, dark theme, PWA support, and accessibility basics (32) are implemented in the web app. File System Access API import/export is implemented in the editor. See REA-CHEATSHEET.md for detailed status.


28. File Format & Packaging

Single files: .rea

A .rea file is a UTF-8 plain text file. It contains a single story (reast) with optional metadata.

Packages: .reast

A .reast file is a ZIP archive (like EPUB) containing:

txt
story.reast/
├── META-REA/
│   ├── checksum.sha256
│   ├── signature.sig (optional, Ed25519)
│   └── author.pub (optional, author public key)
├── reast.json          (manifest)
├── part-00001.rea      (first part / intro)
├── part-00002.rea      (second part)
├── part-00003.rea      (...)
└── assets/
    ├── cover.jpg
    ├── forest.jpg
    └── theme.ogg

Each language translation is a separate .reast archive — not bundled together. Device capabilities (GPS, camera, gyroscope) are declared in the manifest sensors array; the reader loads only the capabilities the device supports. There is no separate lib/ or plugins/ directory — shared logic goes in parts, and sensor-dependent features are conditionally loaded by the reader based on the sensors declaration.

The reast.json manifest

The manifest is the single source of all story metadata, permissions, and platform configuration. A .rea file contains only story content — all metadata lives here.

json
{
  "id": "019e03f6-f9ec-7000-801c-fd76eb1968dd",
  "rea": "1.0",
  "title": "The Last Lantern",
  "author": [{ "name": "Elena Voss", "id": "019d8a2b-1234-7000-8000-abcdef012345" }],
  "version": "1.0.0",
  "language": "en",
  "genre": "fantasy",
  "description": "A story about finding light in darkness.",
  "cover": "media/cover.jpg",
  "tags": ["fantasy", "adventure"],
  "parts": ["part-00001.rea", "part-00002.rea"],
  "readers": [1, 2, 3, 4, 5],
  "age": { "min": 12 },
  "sensors": ["gps", "camera"],
  "signed": true
}

Manifest keys:

KeyTypeDescription
idstringUUID v7 unique identifier
reastringSpec version this story targets (e.g. "1.0"). Defaults to latest supported
titlestringStory title
authorobject[]Author entries: [{ "name": "Elena Voss", "id": "..." }]
languagestringBCP 47 language code (en, sk, ja, etc.)
directionstringText direction: "ltr" (default), "rtl". Inferred from language if omitted
versionstringSemantic version of the story
datestringPublication date in ISO 8601 format ("2025-06-15")
descriptionstringShort synopsis
coverstringPath to cover image within the package
genrestringPrimary genre (fantasy, mystery, horror, sci-fi, romance, educational, etc.)
tagsstring[]Tags for discovery: ["fantasy", "adventure"]
licensestringLicense identifier
partsstring[]Ordered list of .rea files in the package
readersnumber[]Supported reader counts: [1] (solo), [1, 2, 4] (tested for 1, 2, or 4), [] (any count), [0] (no player config needed)
ageobjectAge restriction: { "min": 12 } or { "min": 12, "max": 18 }
content_warningsstring[]Warnings: ["violence", "language", "fear", "substances", "sexual_themes"]
seriesstringSeries identifier (for multi-story arcs)
series_namestringSeries display name
seasonnumberOptional season number
season_namestringOptional season display name
entrynumberPosition within the season or series
durationnumberEstimated reading time in minutes
sensorsstring[]Sensors used: ["gps", "camera", "nfc", "accelerometer", "microphone"]
accessibilitystring[]Features: ["screen_reader", "voice_mode", "high_contrast", "reduced_motion"]
solo_modestringSolo-mode role handling: "all_roles" (default), "single_role"
allowed_urlsobject[]Permitted external APIs (see External API access)
offlinebooleantrue (default) or false — whether the story works without network
storagestringStorage hint: "none", "local" (default), "cloud"
signedbooleanWhether the package is cryptographically signed

Custom keys are allowed and stored but ignored by the platform. For single-file stories, the platform auto-wraps the .rea file into a minimal .reast package with a generated reast.json.


### Progressive loading

Large stories load part-by-part rather than all at once. The manifest declares a loading strategy:

```json
{
  "loading": "progressive",
  "parts": ["part-00001.rea", "part-00002.rea", "part-00003.rea"],
  "preload": ["part-00001.rea"],
  "locked": ["part-00003.rea"]
}

With progressive loading:

  • Parts listed in preload are downloaded immediately
  • Other parts download when the reader is 80% through the current part
  • Parts listed in locked download only after the lock condition is satisfied

Delta updates

When a story is updated, readers download only the changed files rather than the full package. The manifest includes content hashes:

json
{
  "files": {
    "part-00001.rea": { "hash": "sha256:abc123...", "size": 45012 },
    "part-00002.rea": { "hash": "sha256:def456...", "size": 12300 }
  }
}

Package signing

Authors can cryptographically sign packages to prove authorship and integrity:

  1. Author generates an Ed25519 key pair (once, stored securely)
  2. META-REA/checksum.sha256 contains SHA-256 hashes of all files
  3. META-REA/signature.sig is the Ed25519 signature of the checksum file
  4. META-REA/author.pub contains the public key (or links to a platform-verified identity)

The reader app verifies the signature before loading, warning on mismatches.

Minification & Compression

Before packaging into .reast, story files can be minified and compressed for distribution:

Minification (lossless transformation of .rea source):

  • Strip all comments ({//} and {comment begin}...{end comment})
  • Remove unnecessary whitespace (leading indentation, blank lines between commands)
  • Shorten variable names (player.healthp.h) via a name mapping table
  • Collapse multi-line commands onto single lines where possible

The minifier produces a names.json mapping inside META-REA/ for debugging:

json
{
  "p.h": "player.health",
  "p.g": "player.gold",
  "e.s": "enemy.strength"
}

Compression: the .reast ZIP archive uses standard deflate compression (same as EPUB). Individual large files (media assets) may already be compressed formats (JPEG, OGG) — the ZIP archive stores these without additional compression to avoid double-compression overhead.

Build pipeline:

  1. Author writes .rea files in readable, commented form
  2. Build tool minifies .rea files (optional, configurable)
  3. Build tool packages everything into .reast ZIP archive
  4. Platform decompresses and loads at runtime

Minification is optional — unminified .reast packages are valid. The reast.json manifest indicates whether minification was applied:

json
{
  "build": {
    "minified": true,
    "names_map": "META-REA/names.json"
  }
}

Identifiers

Story identifiers use UUID v7 (RFC 9562) — a standard 128-bit identifier that is time-sortable, globally unique, and opaque. No type information is encoded within the ID itself.

txt
019e03f6-f9ec-7000-801c-fd76eb1968dd

Design principle: An identifier has one job — uniquely identifying a resource. Entity type (reast, series, collection) is stored as separate metadata:

  • In the manifest: "type": "reast" field
  • In the database: a dedicated column
  • In API routes: /stories/{id} vs /series/{id}

This separation ensures:

  • Adding new entity types never requires a new ID format
  • Systems never parse the ID to determine routing — they use explicit metadata
  • IDs are compatible with every standard UUID library and database UUID column
  • No risk of collision between type namespaces (unlike prefix-based schemes)

UUID v7 provides natural chronological sorting (timestamp in most-significant bits) which benefits database indexing and gives approximate creation time without a separate column.

Including files

rea
{include "part-00002.rea"}
{include "shared-utils.rea"}

Collaborative authoring

Rea's text-based, line-oriented format is designed for team workflows:

  • Version control friendly.rea files are plain UTF-8 text; standard git diff and merge tools work without special drivers
  • One part per file — the flat part-NNNNN.rea structure in .reast packages lets multiple authors work on separate parts simultaneously with minimal merge conflicts
  • No binary state — story logic lives in text, not in opaque project files (unlike Twine's JSON-based storage)

Moderator / DM instructions

A .reast package may include a moderator instructions bundle — content intended for the person who runs, moderates, or facilitates the story experience (the "DM" or "reastmaster"). This content is not shown to regular readers by default; the reader must explicitly request it.

Package structure

txt
story.reast/
├── reast.json
├── part-00001.rea
├── moderator/
│   ├── instructions.rea     (main DM instructions in REA format)
│   └── assets/
│       ├── handout-map.pdf   (printable handout)
│       ├── setup-video.mp4   (setup tutorial)
│       └── npc-portraits.zip (supplementary material)
└── assets/
    └── ...

The moderator/ directory sits alongside the regular story parts. Its instructions.rea file uses standard REA syntax (headings, paragraphs, media embeds, choice branches for conditional setup paths). Supplementary files (PDFs to print, videos to watch, images, archives) live in moderator/assets/.

Manifest declaration

The manifest declares the moderator bundle via a moderator key:

json
{
  "moderator": {
    "instructions": "moderator/instructions.rea",
    "assets": [
      { "file": "moderator/assets/handout-map.pdf", "label": "Printable map" },
      { "file": "moderator/assets/setup-video.mp4", "label": "Setup tutorial" }
    ]
  }
}
  • instructions — path to the main DM instructions file (parsed and rendered like any .rea file)
  • assets — list of supplementary files with human-readable labels, offered for download/print

Reader behaviour

  • Default: the moderator bundle is hidden. The reader app does not load, parse, or display it.
  • Explicit access: the reader settings or story menu offers a "Moderator instructions" toggle. When enabled, a separate panel or view shows the DM instructions (rendered from instructions.rea) and lists the downloadable assets.
  • No spoilers: the DM instructions may reference story content (character names, branch outcomes, puzzle solutions) that readers should not see. The separation into a distinct directory and explicit opt-in prevents accidental exposure.
  • Offline support: when a reader downloads a .reast for offline use and has moderator mode enabled, the moderator bundle is included in the download. Otherwise it is excluded to save space.

Content guidelines for moderator instructions

The instructions.rea file follows standard REA syntax. Recommended structure:

rea
# Setup

Overview of what the moderator needs to prepare before the session.

# Materials

List of materials to print or prepare:
- [!Printable map < handout-map.pdf]
- [>Setup video < setup-video.mp4]

# Session flow

Step-by-step guide for running the story session.

# Branch notes

Notes on story branches and their consequences.

29. Identifiers & Naming

Naming conventions

ElementConventionExample
Variablesdomain.nameplayer.gold, quest.has_key
Functionssnake_casecalculate_damage, greet
Anchorssnake_case#the_clearing
Commandssnake_case{voice}, {wait}
Card IDssnake_case[@dark_elf], [$magic_ring]
Metadata keyssnake_casetitle, draft_date

Variable naming rules

All persistent variables (story-scoped and global) must have at least one domain prefix separated by . (dot):

rea
{set player.gold = 100}
{set quest.has_key = true}
{set tool.knife = "rusty"}
{set role.king.power = 9}

Domain prefixes organize variables into logical namespaces that make the story state self-documenting. Authors choose domain names freely — common patterns include character names, object categories, or story concepts.

Exempt from domain requirement: heading-scoped variables (simple name without dot), loop variables ({for}), and function parameters — these use simple names without dots.

Identifier rules

Each segment of a dotted path (domain or name) follows these rules:

  • May contain any Unicode character except space () and dot (.)
  • Must contain at least one non-digit character (to distinguish from numbers)
  • Case-sensitive

This means non-English authors can use their native alphabet freely:

rea
{set hráč.zlato = 100}
{set 道具.剣 = "katana"}
{set игрок.здоровье = 80}

Simple identifiers (functions, commands, anchors, card IDs) follow the same character rules but do not require a dot.


30. Built-in Functions

String functions

FunctionDescription
length(str)Number of characters
upper(str)Uppercase conversion
lower(str)Lowercase conversion
trim(str)Remove leading/trailing whitespace
contains(str, sub)Check if contains substring
replace(str, old, new)Replace occurrences
split(str, delimiter)Split into array
join(array, delimiter)Join array into string

Math functions

FunctionDescription
abs(n)Absolute value
min(a, b)Minimum of two values
max(a, b)Maximum of two values
round(n)Round to nearest integer
floor(n)Round down
ceil(n)Round up
random(min, max)Random integer in range (inclusive)
clamp(value, min, max)Constrain value to range

Array functions

FunctionDescription
length(arr)Number of elements
append(arr, item)Add to end
remove(arr, item)Remove first occurrence
contains(arr, item)Check if contains item
shuffle(arr)Randomize order
sort(arr)Sort ascending
slice(arr, start, end)Extract sub-array

Collection mutation

Arrays support method-like calls:

rea
{set player.inventory = ["sword", "shield"]}
{append(player.inventory, "potion")}
{remove(player.inventory, "shield")}

Query functions

FunctionDescription
visited(anchor)Has reader visited this anchor?
visit_count(anchor)Number of times visited
turns()Total reader interactions so far
elapsed()Time since story started (seconds)
choice_count()Number of available choices at current point
reader_count()Number of active readers (cooperative)

Randomness & dice functions

FunctionDescription
dice(notation)Roll dice using standard notation (e.g. "2d6+3"). See Section 21

Device & world functions

FunctionDescription
world.has(feature)Check device capability (e.g. "camera", "gps", "nfc")

Type constructor and conversion functions

FunctionDescription
number(x)Convert to number. number("42")42, number("abc")undefined
string(x)Convert to string. string(42)"42", string(true)"true"
boolean(x)Convert to boolean. Falsy values → false, everything else → true
integer(x)Convert to integer (truncates). integer(3.7)3
datetime("ISO-8601-string")Create datetime from ISO 8601 string (supports * wildcards)
duration("ISO-8601-duration")Create duration from ISO 8601 duration string

Coordinate types use @ literal syntax instead of constructor functions (see Section 11): @lat,lng for points, @@lat,lng/radius for circles, @@p1@p2@p3 for polygons/routes.

Text variation & localization functions

FunctionDescription
select(value, he="x", she="y", other="z")Return text matching value (fallback with other)
plural(count, zero="x", one="y", other="z")CLDR-aware pluralization by count
ordinal(n)Ordinal suffix (1st, 2nd, etc.)
format(n, style=..., grouping=..., ...)Locale-aware number formatting (see Section 22)
calendar(date, month=..., weekday=..., era=...)Fantasy calendar mapping (see Section 22)

select() enables pronoun and gendered text variation without branching:

rea
{set char.pronoun = "she"}
{select(char.pronoun, he="He draws his sword", she="She draws her sword", other="They draw their sword")}

plural() follows CLDR plural rules for the story's language:

rea
You found {plural(gem_count, one="a gem", other="{} gems")}.

For detailed usage of all localization functions, see Section 22.

Testing functions

FunctionDescription
seed(n)Set random seed for deterministic shuffles and random()
snapshot()Capture current state for comparison
rea
{seed(42)}
The coin landed on {~heads|tails}.

With the same seed, every random outcome is reproducible — essential for testing and debugging stories.

Command state

Named commands expose state:

rea
{if rich_check.executed.count > 0 begin}
  You've been checked for wealth before.
{end if}

{rich_check.executed.last_time}

31. Extensibility (Plugins & Custom Commands)

Rea supports extensibility through plugins — reusable .rea files that define custom commands, functions, and story elements. Plugins enable community-driven feature growth without bloating the core language.

Custom commands

Authors can define new commands in library files:

rea
{// lib/compass.rea}
{function compass() begin}
  {if world.has("magnetometer") begin}
    You check your compass: pointing {world.heading}°
    {if world.heading >= 315 or world.heading < 45 begin}
      (North)
    {else if world.heading < 135}
      (East)
    {else if world.heading < 225}
      (South)
    {else}
      (West)
    {end if}
  {else}
    The compass spins uselessly.
  {end if}
{end function}

Use it in the story:

rea
{include "compass.rea"}
{compass()}

Plugin registration

Plugins declared in the manifest are loaded automatically:

json
{
  "plugins": ["compass.rea", "inventory_ui.rea"]
}

Custom card types

Plugins can define new card types beyond the built-in @, $, &:

rea
{define card_type location, prefix="📍" begin}
  name: Location
  fields: [name, description, image, coordinates]
{end define}

{define location tavern begin}
  name: The Rusty Anchor
  description: A dimly lit tavern near the docks.
  image: media/tavern.jpg
  coordinates: @48.1486;17.1077
{end define}

You arrive at [📍tavern].

Event hooks

Plugins can register hooks that fire before or after built-in events:

rea
{hook before chapter_start begin}
  {// Auto-save before every chapter}
  {set reader.auto_save = snapshot()}
{end hook}

{hook after choice begin}
  {// Track analytics}
  {set story.choice_log = append(story.choice_log, event.choice_text)}
{end hook}

Sandbox constraints

Plugins run in the same sandboxed environment as regular Rea code:

  • No file system access beyond the package
  • No network requests (only platform APIs)
  • No arbitrary code execution (no JavaScript/Python embedding)
  • Memory and computation limits enforced by the runtime

Conformance levels

Rea defines three conformance levels so that implementers can build partial implementations without claiming full spec compliance. Each level builds on the previous:

LevelSectionsDescription
Core1–7, 9–14, 16, 25–26, 28–29Minimal viable interactive fiction: text, formatting, headings, links, anchors, commands, variables, expressions, control flow, functions, choices, escaping, comments, file format, identifiers. Enough to write branching stories with state.
StandardCore + 8, 15, 17–19, 22–24, 27, 30–31, 32Full single-reader experience: media, events, cards, voice, input/interaction, pluralization, lock, captions, error handling, built-in functions, extensibility, accessibility.
PlatformStandard + 20–21Multi-reader and real-world features: cooperative reading (parallel, vote, whisper, broadcast, race, exclusive, synchronize), real-world interactions (GPS, NFC, QR, camera, sensors). Requires network infrastructure and device APIs.

An implementation MUST declare which conformance level it supports. When a story uses features above the implementation's level, the runtime MUST apply graceful degradation (see Section 27) — unknown commands are treated as print expressions, unsupported blocks are silently skipped.

A Core implementation is sufficient for text-based interactive fiction with choices and variables — competitive with Ink or ChoiceScript. A Standard implementation matches the full single-reader Reast experience. A Platform implementation requires server infrastructure for multi-reader synchronization and device APIs for real-world interaction.

Spec versioning

Rea follows a MAJOR.MINOR version scheme (inspired by YAML):

  • MAJOR — Breaking changes that may invalidate existing stories
  • MINOR — Backward-compatible additions (new commands, attributes, functions)

Version 0.x is pre-release: any feature may change without notice. Version 1.0 marks the first stable release.

A Rea story declares which spec version it targets using the rea field in the reast.json manifest:

json
{
  "rea": "1.0",
  "title": "The Last Lantern",
  "author": [{ "name": "Elena Voss" }],
  "version": "2.1"
}

Here "rea": "1.0" = "this story uses Rea spec version 1.0", while "version": "2.1" = "this is version 2.1 of the story itself".

If the rea key is omitted, the platform assumes the latest supported version. Parsers MUST reject stories targeting a higher MAJOR version than they support. Parsers SHOULD accept stories targeting a lower MINOR version within the same MAJOR version, ignoring unknown features gracefully.

Feature stability

Each feature in the spec has an implicit stability level:

LevelMeaning
StableWill not change in MINOR versions. May only change in a new MAJOR version.
ExperimentalMay be modified or removed in any version. Marked with "(Experimental)" in the spec.
DeprecatedScheduled for removal. A deprecation notice includes the version and the replacement.

During the 0.x pre-release period, all features are implicitly Experimental.

Features added after 1.0 SHOULD be annotated with their introduction version (e.g. "Since 1.1") so authors know which spec version they require.

Deprecation process

When a feature is deprecated:

  1. The spec marks it with "(Deprecated since X.Y)" and documents the replacement
  2. Parsers MUST continue to support deprecated features for at least one MAJOR version
  3. Parsers SHOULD emit a warning when a deprecated feature is used
  4. The deprecated feature is removed in the next MAJOR version (or later)

Backward compatibility

Parsers conforming to Rea MAJOR.MINOR MUST:

  1. Accept any valid story written for MAJOR.0 through MAJOR.MINOR
  2. Ignore unknown metadata keys (already specified in Section 1)
  3. Handle unknown commands gracefully — display a warning and skip the command block, rather than failing
  4. Treat unknown inline formatting as literal text

This ensures forward compatibility: a story written for Rea 1.0 works on a Rea 1.3 parser. A story using Rea 1.3 features works on a Rea 1.0 parser with graceful degradation.


32. Accessibility

Rea targets WCAG 2.2 Level AA conformance. The platform handles the technical implementation; the spec defines what authors must and should provide.

Built-in accessibility features

These work automatically, with no author action:

FeatureHow it worksWCAG criteria addressed
Screen reader outputAll narrative text is exposed to assistive technology in reading order1.3.1, 1.3.2, 4.1.2
Keyboard navigationChoices, links, and interactive elements are focusable and activatable via keyboard2.1.1, 2.1.2
Focus managementWhen new content appears (e.g. after a choice), focus moves to the new content2.4.3, 2.4.7
Focus not obscuredSticky UI elements (toolbars, cooperative panels) never fully obscure focused content2.4.11
High contrastPlatform enforces WCAG AA contrast ratios (4.5:1 text, 3:1 large text) in all themes1.4.3, 1.4.11
Reduced motionAnimations and transitions respect prefers-reduced-motion2.3.3
Target sizeAll interactive targets (choices, buttons, links) meet minimum 24×24 CSS pixel size2.5.8
Dragging alternativesAny drag-based interaction provides a single-pointer click alternative2.5.7
Status announcementsNew narrative content and state changes use ARIA live regions for screen reader users4.1.3
Audio controlAuto-playing audio provides visible pause/stop controls within 3 seconds1.4.2
Timing adjustableTimed events ({timer}) offer extend, pause, or disable options before they start2.2.1
Consistent helpHelp mechanisms appear in the same relative position across all platform pages3.2.6
Redundant entryThe platform auto-populates previously entered data within a reading session3.3.7
Accessible authAuthentication supports password managers and does not require cognitive function tests3.3.8
Cooperative presenceReader presence indicators include non-visual cues (sound, vibration)1.3.3

Author responsibilities

Authors contribute to accessibility through existing syntax:

  • Alt text on images — Required by the image syntax: [!alt text < source]. Images without alt text trigger a validation warning.
  • Voice/audio descriptions{voice begin} content is automatically available as an audio description for visual scenes.
  • Meaningful choice text — Choices should describe the action, not just "Option A" or "Click here".
  • Captions on time-based media — Use the {caption ...} command (see Section 24) to provide text alternatives for audio and video.

Interactive element accessibility paths

Rea elementKeyboard pathScreen reader behavior
Choice (standard)Tab to focus, Enter/Space to selectAnnounced as button with choice text
Choice (verb-target)Tab to focus, Enter/Space to selectAnnounced as button with verb and target description
{input} text fieldTab to focus, type to enterAnnounced as text input with label from preceding text
{timer} countdownNot focusable (decorative)Remaining time announced at intervals via live region
Card (reveal/dismiss)Tab to focus, Enter to toggleAnnounced as expandable region with summary text
Link [text > url]Tab to focus, Enter to followAnnounced as link with visible text
GPS waypoint promptFocus moves to prompt automaticallyAnnounced as alert with location instruction
QR code scan promptFocus moves to prompt automaticallyAnnounced as alert with fallback manual-entry option

Design Notes

For detailed provenance tables, brainstorm material, and community research, see DESIGN-NOTES.md.

What Rea intentionally omits

  • Lists as ordered enums — Intentionally avoided. Rea uses arrays (with optional named items) and conditions for data management.
  • HTML passthrough — No raw HTML injection. The rendering layer is platform-controlled for security and consistency.
  • CSS styling — Visual presentation is the platform's responsibility. Authors write structure and content.
  • Programming language embedding — No JavaScript, Python, or other language embedding. Functions in Rea are sandboxed and intentionally limited.
  • Numbered/bulleted lists — Not included by design. Interactive stories don't use list formatting — choices fill this role naturally.
  • Table markup — Not included. Data tables are not a storytelling construct. Use formatted text or commands if needed.

Resolved design decisions

DecisionResolutionRationale
Link syntax[text > url]Unified bracket syntax, arrow shows direction
Attribute separatorCommasUniversal separator for parameters and array items, unambiguous parsing
Anchor separator_ underscoreConsistent with variable naming convention
Function namingsnake_caseMatches all other Rea identifiers
Heading levelsUnlimited # depthPlatform renders up to N levels distinctly
Variable domainsreader.*, story.*, world.* etc.Clear namespacing, read-only platform data
Variable namingdomain.name required for all persistent variablesSelf-documenting state; any Unicode except space and dot
Assignment syntax{set domain.var = value}Explicit, unambiguous, beginner-friendly
Equality operator= (single equals)Simpler for non-programmers. {set} prevents ambiguity.
Comment syntax{//} and {comment begin}...{end comment}Single-line // ignores everything; multi-line uses standard paired block
Underline markup{underline begin}text{end underline}Command syntax — consistent with strike/mono
Regex operatormatches / !matches keywordSelf-documenting, ! prefix for negation consistent with !=, !in
String concatenation+ operator (dual arithmetic/concat)If either operand is a string, + concatenates; otherwise numeric addition
Type conversionnumber(), string(), boolean(), integer()Explicit conversion functions; implicit coercion only in expressions
Domain types@ / @@ literals, datetime(), duration()@ for points, @@ for areas; compact literal syntax for coordinates
Select/plural argsNamed parameters key="value"Unified with command attribute syntax, no special object pattern
Save/progress{checkpoint} commandExplicit save points; platform auto-saves at chapter boundaries and choices
Array indexing0-basedConsistent with all mainstream languages (JS, Python, C). First item is index 0