Graphic Adventure Workstation

The DAW for point-and-click
adventures

Classic or modern, LucasArts-style or your own — design rooms, GUIs, puzzles, animations, dialogue and cutscenes without writing a single line of code.

The Ignitor editor building a room

No code. No subscription. Your adventure, shipped.

Made with Ignitor

Unlimited Band Your next game Community game

Your flagship game is the best ad. At first: just Unlimited Band.

Everything for your adventure, at a glance

Classic or modern UI

SCUMM 9-verb bar or a 4-verb verb-coin, à la Full Throttle.

Data-driven editor

Rooms, items and dialogue without touching code.

1-click export

Web, Windows and macOS from one project.

Multi-character

Inventory and logic per playable character.

Cutscenes

Built-in sequencer with tracks and cues.

Voice + lip-sync

Per-character voice-over with automatic lip-sync.

…and everything else

  • Build a complete point-and-click adventure without writing a single line of code — every action, condition and reaction is a typed picker, never a script.
  • Map the whole game before you draw anything: drop rooms as boxes, link them with doors, and let Ignitor create the real rooms and wire both sides of every doorway for you.
  • Paint the walkable floor with a brush and watch it trace itself into a clean polygon — with holes cut around table legs and columns.
  • Retouch any sprite in place — background, character, item or hotspot — in a pixel editor with pencil, bucket, magic wand, clone stamp, warp and its own undo.
  • Bake alpha-channel effect animations — smoke, fire, magic, explosions, portals, confetti, volumetric clouds, light rays — and drop them straight into any room.
  • Drop in an MP4 and get an animation out: chroma-keyed, split into frames, feet-anchored, ready to walk.
  • Sculpt every sound on a pedalboard rack — ten pedal types of reverb, delay, distortion, compressor, pitch and chorus, dragged into any order and A/B'd against the original.
  • Give each character a voice with local text-to-speech, or clone one from a reference WAV, and bake lip-sync so mouths move on the right syllable.
  • Generate original music on your own machine — duration, temperature and melody mode on knobs, nothing ever uploaded.
  • Stack parallax layers with their own depth, offset and repeat, and scrub the scroll live.
  • Build puzzle logic visually: 22 predicates — flags, counters, values, inventory, proximity, timers, even “is this sound still playing” — nested with AND / OR / NOT.
  • See every place an item is wired across the whole project — pickups, reactions, combinations, conditions — as a list or a navigable graph, before you dare rename it.
  • Read your dialog tree as a node graph: drag the nodes, zoom out, click any one to edit it.
  • Cut cinematics on a real timeline — keyframes with easing curves, audio tracks you crossfade with one click, cue hits and full-screen FX.
  • Export to Windows, Web, Android, macOS and iOS from one grid, with the build log streaming live.

Linux .AppImage export coming soon

Console builds through the Godot cloud service in construction

One visual editor for every part of your game

20 editors covering rooms, puzzles, cinematics, sound and voice — each with its own tool, no code.

Room Editor

Room Editor

Paint walkable floors, hotspots, light zones and reflections.

Puzzle Editor

Puzzle Editor

Wire puzzle logic visually — even inside your GUIs.

Scene Orchestrator

Scene Orchestrator

Cutscenes on a timeline, with screen FX and audio.

Blueprint Designer

Blueprint Designer

Map your game as boxes and doors, then scaffold real rooms.

Cutscene Editor

Cutscene Editor

Scripted cutscenes as a chain of steps, with a visual node view.

Animation Editor

Animation Editor

Frame-by-frame animation + a baked FX library.

From zero to published in 3 steps

1

Create

New project with the wizard.

2

Build

Rooms, puzzles and dialogue, all visual.

3

Publish

Export to itch.io or Steam.

Export everywhere your players are

One project, every platform — your content carries over for free.

Windows

Native .exe, one click.

Web

Play in any browser.

macOS

Native .dmg.

Linux

Native AppImage.

Coming soon

Steam Deck

Plays like a console.

Android

Touch-ready.

iOS

Simulator build + unsigned device .ipa; sign it with an Apple Developer account for real iPhones.

Consoles

A Godot port, ready for a console studio like W4 to bring your game to consoles.

Cloud service in the works

Ready for distribution on the major gaming platforms, including:

Steam itch.io

Start free, pay when you publish

Perpetual license + one year of updates. No subscription.

Free

$0
  • Non-commercial use
  • Web export
  • “Made with Ignitor” splash
Download
Founder price

Pro

$39 – 49 USD
  • Commercial use, unlimited titles
  • All exports (web + desktop)
  • No splash · one-time payment
  • Priority support
Coming soon

The store is being activated. Meanwhile the free version is a full download.

Get it today

Every build:

Not ready yet? Get launch news and devlogs:

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Frequently asked questions

Do I need to know how to code?

No. Ignitor is visual and data-driven: you build rooms, puzzles and dialogue with editors, no code.

Which platforms can I publish to?

Web (HTML5) on the free tier; Windows and macOS on Pro. More platforms on the roadmap.

Is the license one-time or a subscription?

One-time. Perpetual license + 12 months of updates; after the year you keep using your version for free.

Can I sell the games I make?

Yes, with the Pro license (commercial use, unlimited titles, no splash). The free tier is for non-commercial use.

Does Windows or macOS warn that the app isn't safe?

Yes, the first time — and it isn't a problem with the app. Windows: SmartScreen shows “Windows protected your PC” → More info → Run anyway. macOS: the first launch is blocked → open System Settings → Privacy & Security, scroll to the notice and click Open Anyway. It happens because we haven't bought the certificates that tell each system who we are: the Windows installer isn't code-signed, and the macOS app is signed but not notarized. When that changes both warnings disappear on their own — nothing for you to do.

System requirements

Ignitor runs comfortably on everyday hardware. The heavier numbers only apply to the optional on-device AI music and voice generation.

Minimum Recommended
Operating systemWindows 10 (64-bit) or macOSWindows 11 / current macOS
ProcessorAny modern 64-bit CPU (x86-64 or Apple Silicon)
Memory4 GB RAM8 GB RAM
GraphicsAny integrated GPU — authoring needs no dedicated cardFor AI generation (MusicGen + VoxPCM): 8 GB VRAM minimum, 12 GB+ recommended
Disk space~1 GB for IgnitorSeveral GB extra for AI models + the Android toolchain
Display1280×768 or larger1080p or higher
InternetDownload & activation onlyAlso for AI model / toolchain downloads

Authoring is fully offline — after install and activation, the editor and engine run entirely on your machine.

Only the optional AI music (MusicGen) and voice (VoxPCM) generation needs a capable GPU; skip those and Ignitor stays featherweight.

Get in touch

Questions, feedback, or just want to say hi?