The Last Train Home
A school romance in two places. Six choices, two endings.
One premise in, a playable chapter out: a cast, a dialogue box, choices that stick, and endings that follow what you actually did.













A school romance in two places. Six choices, two endings.
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 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.
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.
One place, two people and something one of them will not say. That is enough for a first chapter; a route map helps later.
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.
Three to five scenes, about ten to fifteen minutes of reading. You can add routes and endings afterwards without rebuilding the first chapter.
Yes. Write the premise in your language and the dialogue comes back in it. The game UI is translated separately.
Both. It reads like a novel, but choices set flags and endings change. There are no reflexes and no fail state.
Yes. Mystery, horror, comedy and adventure use the same pieces: a place, a cast, a decision, a consequence.
Give it a place, two people and something unsaid. The chapter comes back playable.