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Built for adventure games

Everything your adventure needs.

Create scenes, puzzles, conversations and character movement in one visual editor. Start with your artwork and build the interactions that turn it into a playable game.

No programming experience needed to get started.

See Visionaire in action
Scenes & interactions
01

Scenes & interactions

Bring your backgrounds into the editor, place objects and define clickable areas. Use actions, conditions and object states to control what happens when a player explores your scene.

Inventory & puzzles
02

Inventory & puzzles

Create inventory items, combine objects and connect them to actions and conditions. Build anything from a single locked door to a puzzle that unfolds across several scenes.

Dialogue & voice acting
03

Dialogue & voice acting

Write conversations with choices and connect them to conditions and actions. Add voice recordings and character animations to bring your conversations to life.

Characters, walking animations & paths
04

Characters, walking animations & paths

Set up walking, idle and talking animations. Define walkable areas and obstacles so your characters can find their way through the scene.

Different styles. One engine.

Hand drawn worlds, pixel art or prerendered scenes: these Visionaire Studio games showcase different visual styles.

Neyyah
NeyyahPrerendered worlds
The Whispered World
The Whispered WorldHand drawn
Lucy Dreaming
Lucy DreamingPixel art
Stasis
StasisIsometric adventure
Atmosphere & effects
05

Atmosphere & effects

Add depth with parallax layers and shape the atmosphere with particles and shader effects. Combine your artwork with fog, rain, fire or light to give each scene its own mood.

Visual logic. Lua when you need more.
06

Visual logic. Lua when you need more.

Build game logic with visual actions and conditions. Use Lua for custom behaviour and systems when your project needs additional control.

Visionaire Studio

A closer look at the editor.

Build scenes, connect interactions and test your adventure directly in the editor.

01

Build your scene

Arrange backgrounds, objects and characters visually in the editor.

02

Define interactions

Connect events with actions and conditions to shape your game logic.

03

Test and refine

Try your adventure as you build it and adjust the details step by step.

From your first scene to release.

Sound & music

Combine voice recordings, sound effects and music. Use actions to control playback and support the atmosphere of your scenes.

Text & translation

Manage the text and voice recordings for multiple languages within your project. Prepare your adventure for players in different markets.

Platforms & distribution

Publish for Windows, macOS and Linux. Mobile and console releases depend on the appropriate distribution license, supported export modules and platform approvals.

Tools for the work around your adventure.

Beyond scenes and puzzles, these systems support interfaces, sound design, voice acting and collaboration.

Interfaces & save menus

Create your own command interfaces, inventory layouts and menus. Savegame areas provide a basis for save and load screens that match your game’s visual style.

Audio containers & automation

Organise sound using audio containers, volume channels and automation. Assign sounds to scenes or control them through actions to build a structured sound design workflow.

Lip sync for recorded dialogue

Use TSV timing data, for example generated externally with Rhubarb Lip Sync, to connect speech recordings to prepared mouth-shape animations. Lip sync needs suitable animation frames and timing data.

Text exchange for translation & voice acting

Export game texts as PO or CSV for external translation and re-import them afterwards. Exported dialogue also helps you prepare material for voice actors.

Team files & project merging

Distribute team files, work on agreed scenes or objects and merge the changes back into the master project. This is a file-based workflow; work areas and revisions need coordination, and scripts cannot be merged automatically.

Video & effects within scenes and interfaces

Use components to add video, text, shaders and particle effects to objects and interface elements. Video components allow embedded video rather than only fullscreen cutscenes.

From pixel art to high resolution

Plan your project resolution around your artwork and the devices you want to reach. Pixel art and high-resolution backgrounds place different demands on assets, readability and memory. Visionaire provides resolution and fullscreen settings for the game display.

640 × 3601280 × 7201920 × 1080

Illustrative examples, not a list of fixed export presets.

Display scaling and changing the project resolution are different tasks. A later change to the project resolution may require adjustments to graphics, object positions and walkable areas.

Resolution & export

From desktop to mobile and consoles.

Choose the platforms for your adventure: desktop, mobile, consoles or the browser.

Desktop

Adventures for Windows, macOS and Linux.

WindowsmacOSLinux

Mobile

Bring your adventure to smartphones and tablets.

iOSAndroid

Consoles

Publish for Nintendo Switch, PlayStation and Xbox.

Nintendo SwitchPlayStationXbox

Browser

Export your adventure for the web with HTML5.

HTML5

Available targets depend on your license and supported export modules. Console releases also require the platform holder’s approval, development hardware and certification. Check these requirements when planning your release.

Pricing & licenses ↗

File formats & media.

Plan your assets around these documented formats and encoding options.

Images & image sequences
PNGWebP
Music, sound & voice
Ogg VorbisOpus
Video containers & codecs
MKVWebMVP8VP9AV1
Video subtitles
ASSSRT
Text exchange for translation & voice acting
POCSV (UTF-8)
Lip sync for recorded dialogue
TSV

PNG and WebP for artwork and animation frames; Ogg Vorbis and Opus for audio. The documented video workflow uses Matroska (MKV) or WebM with VP8/VP9. Recent releases also support AV1 and VP9 with an alpha channel. Container, codec, engine version and target platform determine the usable combination; test your encoded files in the intended export.

Rouven and the Mindlock team
Rouven and the Mindlock team · Roof Cut Media

People behind the adventures

For independent developers

Your story, your characters, your game world. Visionaire brings scene building, dialogue and inventory together in one editor, so small teams and solo developers can focus on their adventure.

Explore the game ↗

Why choose Visionaire for your adventure?

If your project revolves around exploration, conversations and inventory puzzles, the way its systems work together matters. Visionaire brings these systems into one adventure-focused editor.

Adventure systems that work together

Connect scenes, objects, inventory items, dialogue and character movement within the same project. Focus on how your game plays, using the systems the editor already provides.

Game logic you can build visually

Define interactions with actions, conditions and object states. This makes Visionaire a useful choice for artists, writers and small teams who want to create classic adventure mechanics visually.

Room for your own ideas

Use Lua when you need custom behaviour. Start with the adventure systems and extend them where your game needs something individual.

Different engines. Different workflows.

EngineFocusTypical workflow
Visionaire StudioPoint and click adventuresAdventure editor with integrated systems, visual actions and conditions; Lua for custom extensions.
Adventure Game StudioPoint and click adventuresAdventure-specific editor; scripting is an important part of handling game events and custom logic.
Godot / UnityGeneral 2D and 3D developmentGeneral scene and game tools. Your workflow depends on code, visual tools and any additional adventure frameworks you choose.

This compares approaches, not every available feature. Godot and Unity can also be used for adventures; Unity offers visual scripting. Choose according to your project and preferred workflow.

Features at a glance

A compact overview of the systems available for your adventure. Use the examples above to see how you can work with them.

Scenes & characters
  • Scene backgrounds
  • Hotspots & objects
  • Walking areas & pathfinding
  • 2D & 3D characters
  • Character animations
Interaction & logic
  • Inventory & item combinations
  • Dialogue choices
  • Actions & conditions
  • Lua scripting
  • Custom interfaces
Presentation & audio
  • Parallax layers
  • Particle effects
  • Shader effects
  • Video playback
  • Sound, music & voice recordings
Languages & release
  • Text & audio localization
  • Windows, macOS & Linux
  • Mobile & consoles with the appropriate license

Start building your first scene.

Download the free version and explore the editor with your own artwork. The free version supports up to 25 scenes per project.