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Getting started
How to make a visual novel without coding
The Pominis Team
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4 min read

You can make a visual novel without coding by using a creator that represents the project as scenes, dialogue, choices, and links between scenes. The essential work is narrative design: defining characters, deciding what the player can influence, assembling visual assets, and testing every route.
A no-code workflow removes syntax and engine setup, but it does not remove creative decisions. Starting with a short, complete episode is the fastest way to learn the format and avoid building a large story that cannot yet be tested.
Example: a five-scene first project
Try this small map: opening in the archive → hand over the letter → assisted investigation ending; or opening in the archive → keep the letter → independent investigation ending. That is five scenes in total: one shared opening, two branch scenes, and two ending scenes.
Before making extra art, click both options and confirm that they reach the intended ending. In Pominis, free plans can publish publicly or keep a story private for the creator’s own access. Unlisted publishing and HTML export require an eligible paid creation plan. An unlisted link can be forwarded; any membership or paid-content access requirements still apply. Exported media hosted online may still need an internet connection.
1. Choose the smallest complete story
For a first visual novel, aim for one central conflict, two or three characters, a small number of locations, and two endings. This is enough to test dialogue, pacing, art direction, and player choice without creating an unmanageable asset list.
- Opening: establish the protagonist's immediate problem.
- Development: reveal information and put a relationship or goal under pressure.
- Decision: ask the player to choose between competing priorities.
- Payoff: show an ending that clearly follows from that decision.
2. Create a simple scene map
Write each scene as a node and each choice as an arrow to the next node. A practical first map might be: opening, two investigation scenes, one major decision, and two endings. Rejoining minor branches after one or two scenes keeps the project focused while still letting choices affect dialogue, information, and relationships.
Pominis can generate an initial route structure from a prompt and let you inspect the result as a playable story. Use that draft as a map to edit, not as a reason to skip planning.
3. Build a reusable asset brief
Before generating many images, define a compact visual brief. Record the art style, aspect ratio, lighting, recurring color palette, character appearance, and each location's defining features. This reduces visual drift and makes regeneration more deliberate.
- Character portraits: neutral reference plus only the expressions the story needs.
- Backgrounds: one establishing image per recurring location before variants.
- Key art: reserve special compositions for turning points and endings.
- Audio: use a small set of themes tied to location or emotion.
4. Write dialogue for the screen
Visual novel dialogue is read one text box at a time. Keep each beat focused, vary sentence length, and let expressions or backgrounds carry information that does not need to be repeated in narration. Choices should describe an intention or action, not hide their meaning behind vague wording.
When using AI, ask for a scene objective and emotional change, not only “more dialogue.” For example: “Rewrite this scene so the player begins suspicious of Mina and ends needing her help, while keeping her motives ambiguous.”
5. Test routes like a player
Preview the visual novel from the beginning after every structural change. Check that choices link to the correct scene, character names and visuals remain consistent, endings can actually be reached, and no route depends on information the player never received.
- Complete every route at least once.
- Test the shortest and longest paths separately.
- Confirm that returning branches preserve the right context.
- Ask a new reader to play without explaining the controls or plot.
6. Publish a focused first release
A short visual novel with a clean ending is more useful than an unfinished epic. Publish or share the first complete version, ask readers where they stopped or replayed, and use that feedback to decide whether the next update needs more routes, stronger art, or clearer choices.
Pominis combines story generation, scene assets, branching structure, preview, and sharing in one no-code workspace. That makes it suitable for prototypes, short original stories, character projects, and visual pitches where the goal is to let someone experience the idea.
Try one scene of your own
Choose a story prompt or bring your own premise. Build a short draft, play both routes, and revise the choice that needs work.
Open the story studio