Choices that matter.
Branches, tracked events, character variables, and approachable game logic beyond the current dialogue preview.
A creation environment built around making visual novels.
VN Revolution is my attempt to bring characters, clothing, scenes, shots, and writing into one approachable app. Use it for the whole story—or just the part your current tools make difficult.
Explore what’s taking shape
There’s already a lot here. These are the tools and experiments implemented in the existing development app, with space to show each one in action.
The replacement editor is being built separately; its workspaces are not all connected yet. A complete beginner-ready engine and playable-game export are still ahead.
Create clothing from editable sewing patterns, then fit it around a character. This is the feature at the heart of VN Revolution: making an original wardrobe without having to model every garment by hand.
Several garment systems are being developed. Cross-character fitting and posed intersections still need work; some presets are explicitly marked rough.
Actual development capture · August 2026. This older image does not show the latest pattern tools.
An exported image can point back to the exact project and camera history states that made it. Find a shot you like, reopen its state, and make the small adjustment that used to mean rebuilding the scene.
The PNG stores references, not a self-contained copy of the scene. Recovery needs the matching project, retained history, and assets.
Capture a SFW scene, move the camera and a prop, then restore from that original PNG. Finish with one small revision.
Screen recording to come
Organize the story into chapters, scenes, locations, and shots. Reuse a location, keep each shot’s camera, and decide when lighting should be shared or belong to one moment.
These tools work in the existing editor. The full storytelling workflow is still being brought together.
Change the location’s lighting. The middle shot keeps its own setup until you reset it.
A diagram of the implemented inheritance rule. These are sample settings, not rendered scenes.
Interactive explanation · sample values, not an app capture or renderer
Move hands and feet with inverse kinematics, pin contacts, and keep an orientation while you adjust the pose. The aim is less wrestling with individual joints and more directing the character.
IK and collision avoidance are tools, not guarantees of a natural pose. Results depend on the imported rig and may need manual adjustment.
On a fully clothed character, pin a hand, adjust the body, then demonstrate planted feet and a repeatable target.
Screen recording to come
Put dialogue and shot references in the same writing flow. Format the text, bring shots into the script, and preview the sequence inside the app. The current editor saves its script as ordinary .rpy text.
This is the implemented dialogue-and-shot workflow. Full branching logic, events, and packaged playable-game export remain part of the larger vision.
# vn-revolution-shot: 00000000-0000-4000-8000-000000000001 "The rooftop"
"We could make something here."This small example mirrors the app’s dialogue tags and shot comments. It does not run Ren’Py, create branches, or export a game. Your text stays in this page.
Interactive serialization example · sample content, not the app editor
Author reusable shape sliders and build anime hair from editable guides. Work on a character’s proportions before posing, or adjust a lock’s curve, width, taper, and twist.
Shape fitting does not automatically adapt every imported accessory or outfit. Hair tools remain a proof of concept; a distributable character foundation is still needed.
Actual character preview · August 2026. This image shows an imported character, not a character created by the hair prototype.
An anime shading pipeline, outlines, shadows, and local lights give you control over how the scene reads. Keep lighting consistent across a location, or change it for a particular shot.
Appearance varies by asset and imported shader support. The retired baked path-tracing experiment is not part of the current renderer.
Actual app recording · September 2026 · 18 seconds, no audio. Adjusting light direction, light height, and toon-band softness on an imported character.
Import GLB and VRM 0.x characters, use captured Koikatsu outfit bundles, and bring supported CharaStudio scene data into the Builder. Adopting VN Revolution should not mean abandoning your existing process.
Koikatsu bundles require the companion exporter. Scene imports depend on the local asset catalog, and not every source shader or material is reproduced exactly.
Import a fully clothed character bundle or a supported SFW Studio scene, then adjust the camera or a scene object.
Screen recording to come
My own visual novel is why I started. I’m building the tools I wish I had, on a small budget and without a fixed release date.
Following the project helps turn this collection of working systems into a creation environment people can use. Support could also help fund the original artwork and assets it needs.
Follow & support on PatreonProgress updates and early builds as they become available. Visit Patreon for membership details and the latest on development.