List of visual novel engines
A list of visual novel engines catalogs software tools and frameworks developed to create visual novels, a genre of interactive fiction games that prioritize narrative storytelling through text-based dialogue, static character sprites and backgrounds, audio elements like voice acting and music, and branching player choices that influence plot outcomes.[1] These engines streamline the development process by providing built-in features such as scene management, save/load systems, choice menus, and accessibility options, allowing creators to focus on content rather than low-level coding.[1] Ranging from free, open-source options like Ren'Py—a Python-based engine popular among indie developers for its cross-platform support and extensibility—to commercial drag-and-drop tools like TyranoBuilder and Visual Novel Maker, which cater to beginners with no-code interfaces, the list encompasses both specialized visual novel software and adaptations of general-purpose game engines such as Unity or Godot.[2][3][4] Key aspects highlighted in such lists include licensing models (free vs. paid), ease of use for varying skill levels, supported platforms (PC, mobile, web, consoles), and advanced capabilities like kinetic text effects, variable tracking for complex narratives, or integration with 3D elements.[1] This diversity has democratized visual novel creation since the early 2000s, enabling thousands of titles worldwide, particularly in Japan and the English-speaking indie scene, while evolving to incorporate modern technologies like web export and AI-assisted scripting.[2]Introduction
Definition and purpose
Visual novels are an interactive fiction genre characterized by branching narratives delivered primarily through text, accompanied by static images, voice acting, and minimal gameplay mechanics such as player choices that influence story outcomes.[5] This genre originated in Japan during the 1980s and 1990s, evolving from early adventure games that emphasized story-driven experiences over complex interactions.[5] Visual novel engines serve as specialized software frameworks designed to streamline the development of these narrative-focused games by handling essential elements like text rendering, background display, character sprite management, audio integration, choice menus, save systems, and branching story paths.[6] Unlike general-purpose game engines such as Unity, which support broad features including 3D physics, multiplayer networking, and real-time simulations, visual novel engines prioritize 2D narrative flow and simplify asset integration to reduce the technical barriers for writers and artists creating interactive stories.[7][8] Typical components of these engines include scripting languages for authoring dialogue and events, tools for managing images and sound assets, and options for cross-platform export to desktops, mobiles, and web browsers, enabling developers to focus on content creation rather than low-level programming.[6] This targeted approach contrasts with general engines, where visual novel functionality often requires additional plugins or custom coding to replicate the seamless narrative progression.[8]Historical overview
Visual novels originated in Japan during the early 1980s, predating dedicated engines, with titles like The Portopia Serial Murder Case (1983) relying on custom-coded implementations for text-based adventure gameplay on personal computers such as the NEC PC-8801.[9] The proliferation of affordable personal computers in Japan throughout the 1980s and 1990s fostered the growth of the dōjin (independent) development scene, where amateur creators produced visual novels as hobbyist projects, often distributed at events like Comiket.[10] The late 1990s marked the emergence of the first dedicated visual novel engines, shifting development toward accessible scripting languages that simplified creation for non-programmers. Digital Novel Markup Language (DNML), released in 1998 by developer Karin, introduced a markup-based system for structuring narratives and assets.[11] Similarly, NScripter, launched in 1999 by Naoki Takahashi, provided a scripting framework that enabled easier integration of text, images, and branching paths, facilitating the production of more complex titles.[11] In the 2000s, engines like KiriKiri—initially released in 1999 but gaining widespread popularity for its flexibility—dominated Japanese commercial visual novels, powering influential works such as Fate/stay night (2004).[12] Meanwhile, Ren'Py, introduced in 2004 as an open-source Python-based engine, became a staple for Western and English-language creators, broadening accessibility beyond Windows-centric development.[3] From the 2010s to 2025, open-source engines drove exponential growth, with Ren'Py alone powering nearly 23,000 titles cataloged on the Visual Novel Database (VNDB) as of July 2025, contributing to a total of 58,423 visual novels tracked globally as of November 2025.[1][13] Technological advancements included cross-platform support for mobile (Android/iOS) and web exports via HTML5, as seen in Ren'Py's capabilities, alongside console ports.[3] Integration of tools like Live2D for dynamic 2D animations enhanced character expressiveness, while the global indie scene, amplified by platforms like Steam post-2010, diversified production beyond Japan.[14]Open-source engines
Digital Novel Markup Language
Digital Novel Markup Language (DNML) is an early markup-based scripting language designed for developing visual novels and interactive fiction games. Created in 1998 by Japanese developer Karin using the C++ programming language, it represents one of the pioneering tools in the visual novel engine landscape, emphasizing simplicity for creators working on personal computers during the late 1990s.[15] The engine's core strength lies in its lightweight architecture, tailored for Windows-based hardware of the era, which allowed for efficient resource use on systems with limited processing power and memory. DNML employs an HTML-like syntax with tags for managing scenes, dialogue, character appearances, background images, sound effects, and player choices, such as<BACKGROUND> for setting visuals, <SOUND> for audio playback, and <QUESTION> for branching narratives. This markup approach enables straightforward scripting of text-heavy adventures and role-playing elements, including flag management for game states and support for importing images and sounds via plugins like Susie for diverse formats. Its 2D display focus and compatibility with text file imports further simplified the creation of autonomous adventure games without requiring advanced programming knowledge.[16][15]
Primarily utilized in the Japanese dōjin (indie) scene, DNML facilitated secondary creations based on popular titles from studios like Leaf and Key, as well as original works. Its ease of use contributed to amateur visual novel production during the engine's active period. However, limitations in advanced graphics rendering, audio integration depth, and cross-platform support led to its gradual replacement by more robust engines like KiriKiri and NScripter in the early 2000s.[17]
As of 2025, DNML remains largely obsolete, with no official updates since version 2.24 in 2000, though community-maintained ports for Macintosh preserve its legacy for historical study and niche scripting experiments. The original toolkit is freely available for download from archival sources, underscoring its open distribution model and influence on subsequent markup-based approaches in interactive fiction development.[17][15]