A visual novel is a 2D game with the walking taken out

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. A visual novel is mostly writing, and no tool can do the writing for you. What Flockbay removes is the dialogue system, the flag tracking and the save format, so the only thing between you and a route is the route.

This page used to open with an apology

The apology went like this: Flockbay is built for 3D worlds — terrain, weather, populated places, things you walk around in — and a visual novel is none of that, so the strongest part of the app is the part you will use least. Fair warning, and it is no longer true.

Creating a project now asks which kind of game you are making, 2D or 3D, before it asks anything else. It shows two pictures, has no default, and will not create anything until you pick. A visual novel is 2D-native — a backdrop, portraits over it, and text — and those are exactly the things a flat project is built to handle: a picture placed at an exact position, turn and size with the mouse, sitting on its own drawn bottom-centre so a character stands where you put her instead of floating by whatever transparent margin her file carries.

The other half of the trade is unchanged, and it was always the good half. The unglamorous engineering of a visual novel — a dialogue system that reads a script, a branching structure with flags and conditions, a save format that survives you adding a chapter, a backlog, skip and auto modes, and a way to test a route without clicking through forty screens to reach it — is code, and Flockbay writes code.

Where a specialist visual novel toolkit still beats this is the first hour. It opens on a script format somebody already decided, and you type into it. Here you assemble the scene before you have a scene. If what you want is text and portraits and you want it tonight, the specialist tool is the honest recommendation. The reason to be here is that what you are building on is a whole engine, and you find out you needed one later rather than sooner.

More on this: Godot 2D game templates: what they hand you, and what they leave

What Flockbay handles

Describe the structure you want: chapters, choices that set flags, choices that only appear if an earlier flag is set, an affection value per character that gates the final route, and a gallery that unlocks scenes you have seen. Flockbay writes the GDScript for it inside your project.

Ask for the presentation too. Text that types out at a speed the player can change. Portraits that swap expression on a cue in the script. A choice timer for the scenes where hesitation should cost something. Music that ducks under a line and comes back.

You never open the script that does it. You play the scene and say the text is too fast, or the choice window is too short, or the route flag is not sticking, and it gets fixed.

3D is now a choice, not the reason to be here

There is still a version of this where 3D is the point. A story that moves into a room you can walk around for two minutes. A murder mystery whose examination scene is a space with objects you can pick up. A dating sim where the date happens in a park with weather and a time of day that shifts across the story. Terrain, water, weather and time of day are the 3D side's own tools, and if those scenes are why your novel exists, pick 3D when you create the project and build it there.

What changed is that the other answer is now a real answer rather than a shrug. If your novel is backdrops, portraits and text — which most of them are — pick 2D, and you are working in the half of the app built for that, not in a world builder with the world switched off.

Either way it is the same download, the same builder and the same chat, who is told the tools of whichever world you chose. The decision is made once, at creation, and it decides which set of tools the project carries.

More on this: Godot visual novel templates, and why Ren'Py is usually the answer

Art, and where it comes from

Backdrops, props and character art come from the Catalogue, from the web, from generation, or from you. The Catalogue is 55,073 sprites out of 60,648 objects, searchable by name with a picture of each, which covers scenery and props far better than it covers your particular protagonist.

Flockbay builds from a library of ready-made objects, or with Godot's own shapes, which happens to be the shape a portrait or a backdrop already has. What it will not do is generate an animated one — no frames, no sprite sheet — so a character who has to move rather than swap between drawn expressions needs art from you or from an artist. Many visual novel authors already have one, and importing what you have is the normal path rather than a workaround.

The writing is yours. This should not need saying, but a page about an AI visual novel maker should be plain about it: the tool writes code, not your story. A novel whose prose was not written by a person is a novel nobody wants to read, and it is the one part of the genre where automating it removes the reason the genre exists.

The same caution applies to voice. Generated readings are getting good and they are still the fastest way to make a scene feel cheap. If you use them, listen to a full scene rather than a line, because the tells accumulate.

The practical details

Flockbay is a desktop application for Windows. You download and install it, and the novel runs locally on the copy of Godot bundled with it. There is no browser editor and no cloud preview.

You need an internet connection while you build, because Flockbay, generation and world data come over the network. Reading the novel you built does not need one.

The download is free and there is a free plan. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key.

A starting project for this is the narrative game templates. The design note that goes with it is how level design tells a story.

Questions

Can it do branching routes and flags?
Yes. Flockbay writes the branching, flag and save logic as GDScript in your project. You describe the structure and test it by playing the routes.
Does it write my story?
No, and you should not want it to. Flockbay writes code. The prose, the characters and the choices are yours.
Do I have to use the 3D side?
No. Pick 2D when you create the project and the whole thing is a flat project: backdrops and portraits placed by hand, with the dialogue, branching and save systems written for you.
Can I import my own character art?
Yes. Art comes from the Catalogue, from the web, from generation or from you, and importing your own is a normal path rather than a workaround.
Is a specialised visual novel tool better?
For text and portraits it will get you to a first scene faster, because it opens on a script format somebody already decided. This is the better choice when the novel wants a mechanic or a scene the specialist tool does not cover.