Use case

Make a Visual Novel: Story, Choices, Endings

One premise in, a playable chapter out: a cast, a dialogue box, choices that stick, and endings that follow what you actually did.

Hori Kyouko, Katagiri High — the sprite sits on a drawn background, not a blank frame.Zhongli, Liyue Harbour — the same character in every scene, lit by the place.Nami, Loguetown — a sprite, a place, and a line that names the speaker.Two taps from the end: the choices stay on screen instead of hiding in a menu.
✦Visual novel
Make a visual novel about a letter that arrives ten years late
The Last Train Home. A classroom at dusk, one character, and a dialogue box that waits for you.
The Last Train Home — A classroom at dusk, one character, and a dialogue box that waits for you.
The gate. Two honest choices, and a line that changes because of the one you took.
The gate — Two honest choices, and a line that changes because of the one you took.
Ending: One More Stop. Miss the last train on purpose. The ending card names what changed.
Ending: One More Stop — Miss the last train on purpose. The ending card names what changed.
A Contract at Midnight. Liyue at night: one background, one sprite, a contract in his hand.
A Contract at Midnight — Liyue at night: one background, one sprite, a contract in his hand.
The teahouse. The scene changes place, not just text. Sign the contract or refuse it.
The teahouse — The scene changes place, not just text. Sign the contract or refuse it.
Ending: The Witness. Your seal is the last one. The ending follows the choice, not a cutscene.
Ending: The Witness — Your seal is the last one. The ending follows the choice, not a cutscene.
The Chart in the Storm. Loguetown in rain. Nami, a forged chart, and a buyer waiting downstairs.
The Chart in the Storm — Loguetown in rain. Nami, a forged chart, and a buyer waiting downstairs.
The buyer's table. Three live options — sell, burn, sail — and each one closes the chapter.
The buyer's table — Three live options — sell, burn, sail — and each one closes the chapter.
Ending: One Match. The false chart burns. A third ending that the other routes never show.
Ending: One Match — The false chart burns. A third ending that the other routes never show.
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The Last Train Home

A school romance in two places. Six choices, two endings.

The Last Train HomeOpen in new tab

What Studio does with a premise

Studio treats a visual novel as a small production: a scene list, one character on stage, a background per place, a dialogue script and a choice graph. You supply the premise and the thing nobody says out loud; the agent builds the chapter, draws the art in the world's style, and publishes a work you can play in the browser.

  • A scene, not a slide — Every scene pairs one background with the character on stage and a named speaker above the line.
  • Choices that are remembered — An option sets a flag or moves a meter, and a later scene reads it. Endings open from what you did.
  • Art that stays on-model — The sprite and backgrounds are generated once in the world's style, then reused, so the face does not change between lines.

Before you start

What is a visual novel, exactly?

A story told in stills: a background, a character sprite, a dialogue box, and moments where the story stops and asks you to choose. The choosing is the genre.

Do I need to code or install an engine?

No. You describe the story; the chapter is built and published as a work. You play it in the browser, and so does anyone you send the link to.

What do I need before I start?

One place, two people and something one of them will not say. That is enough for a first chapter; a route map helps later.

Can I use my own characters and art?

Yes. Upload a character sheet or a reference photo if the face matters, or name an existing character in the world and the art follows that style.

How long is a chapter?

Three to five scenes, about ten to fifteen minutes of reading. You can add routes and endings afterwards without rebuilding the first chapter.

Can I write it in Spanish or another language?

Yes. Write the premise in your language and the dialogue comes back in it. The game UI is translated separately.

Is it a game or a story?

Both. It reads like a novel, but choices set flags and endings change. There are no reflexes and no fail state.

Does it work for genres other than romance?

Yes. Mystery, horror, comedy and adventure use the same pieces: a place, a cast, a decision, a consequence.

Your first chapter is one line away.

Give it a place, two people and something unsaid. The chapter comes back playable.

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