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.
No code. No subscription. Your adventure, shipped.
Made with Ignitor
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.
- Draw hotspots as polygons and answer all 9 SCUMM verbs on each one, every verb with its own walk-to point.
- Cut walk-behinds so characters pass believably behind furniture, columns and doorframes.
- Set depth zones where a character grows or shrinks as they walk into the distance — or give one floor its own scale ramp for stairs.
- Paint light zones that brighten, darken or tint characters depending on where they stand, with a feathered edge.
- Cast character shadows and true reflections — water puddles, wall mirrors, background echoes — from a single room light.
- Layer 15 live ambient effects over a room: rain with floor splashes, snow, fog, fire, lightning, bolt storms, clouds, starfield, spotlight, glitch and blur.
- Let rooms scroll far past one screen, horizontally and vertically, with the camera following the player.
- Catch bad geometry as you draw it — self-intersections, orphan islands, malformed holes — with a linter that warns and never blocks.
- Compare two candidate backgrounds in an A/B slot and commit only when you're sure.
- Preview a room 1:1 through the real engine — your actual GUI, strings and cast — and drag a character around to check the framing.
- Set walking speed and character size on rotary knobs; double-click snaps either back to default.
- Drop a character onto a real floor in a floating sandbox and compare them against another, live, as you turn the size knob.
- Draw only the left-facing sprite — the engine mirrors the other side for free.
- Animate in 8 directions with per-frame duration, mirroring, drift and squash/stretch, plus loop points and one-shot intros.
- Hook footstep sounds and other triggers to individual frames of a walk cycle.
- Give NPCs ambient routines that walk, wait and animate on their own — on screen and off it.
- Send companions to follow the player, detach them, and switch between playable characters mid-game.
- Give every character their own inventory, and pass items between them.
- Fill in what happens on every verb × hotspot cell of a grid, right beside the room canvas.
- Combine any item with any other and author the outcome — both directions are checked automatically.
- Fire 93 effect tokens from anywhere: flags, items, NPCs, audio, GUI, cutscenes, room warps, achievements.
- Write rules that fire on their own — per room, or global ones that keep running wherever the player goes.
- Show or hide dialog choices on conditions, or let one vanish once it's been picked.
- Stop a broken dialog from ever saving: unreachable nodes, dead ends and empty choices are caught live.
- Walk your dialog inside the editor with the real runtime, flipping flags to test every branch.
- Build the interface on a live canvas — drag and resize widgets on a real render, with no separate preview tab.
- Start from a classic SCUMM 9-verb bar, a modern 4-verb bar, or a radial verb-coin.
- Bind a label or a slider to a real game value — party count, music volume, brightness — and watch it move as you edit.
- Give every verb its own cursor, an eye for look and a hand for use, animated frame by frame if you want.
- Remap keyboard, gamepad and touch on a live diagram with instant conflict warnings — and let dev shortcuts strip themselves out of the release build.
- Register custom fonts per project, with a fallback stack for when one fails to load.
- Chain scenes, chapters and menus into an ordered game, and drop checkpoints to launch from any point while you keep editing.
- Author achievements with points, trophy tiers, secret ones masked as ???, and unlocks by token or by condition.
- Write every player-facing line once in your own language and fill the rest in one grid, with coverage badges showing the gaps at a glance.
- Hand a translator a clean CSV and merge the finished sheet straight back in.
- Save and load with named slots — including seeded randomness that stays reproducible across a reload.
- Work with no hard limits: no MAX_ROOMS, no MAX_HOTSPOTS, no MAX_ITEMS. As many as you write.
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
Paint walkable floors, hotspots, light zones and reflections.
Puzzle Editor
Wire puzzle logic visually — even inside your GUIs.
Scene Orchestrator
Cutscenes on a timeline, with screen FX and audio.
Blueprint Designer
Map your game as boxes and doors, then scaffold real rooms.
Cutscene Editor
Scripted cutscenes as a chain of steps, with a visual node view.
Animation Editor
Frame-by-frame animation + a baked FX library.
From zero to published in 3 steps
Create
New project with the wizard.
Build
Rooms, puzzles and dialogue, all visual.
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 soonSteam 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 worksReady for distribution on the major gaming platforms, including:
Start free, pay when you publish
Perpetual license + one year of updates. No subscription.
Pro
- Commercial use, unlimited titles
- All exports (web + desktop)
- No splash · one-time payment
- Priority support
The store is being activated. Meanwhile the free version is a full download.
Patron
The same Pro license, PLUS:
- Your name in the Ignitor credits
- Discord supporter badge
- A vote on the public roadmap
Patron is Pro at a higher price, by choice. Same license plus personal recognition — you're funding the studio, and we say thank you out loud.
The people funding Ignitor
Ignitor is built by a two-person studio, without investors or a publisher. Patrons are why the roadmap keeps moving.
Illusion Arts started as two people remaking a 1999 point-and-click adventure for fun. Ignitor is the toolset that came out of it — and it stays independent because people pay for it directly.
Get it today
Every build:
Windows will warn you the first time: More info → Run anyway. That's because the installer isn't code-signed yet, not because anything's wrong. Why this happens
macOS will block the first launch: System Settings → Privacy & Security → Open Anyway. The app is signed, just not notarized by Apple yet. Why this happens
Ignitor is a desktop editor — open this page on Windows, macOS or Linux to download it.
Not ready yet? Get launch news and devlogs:
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The only channel you truly own. Zero spam.
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 system | Windows 10 (64-bit) or macOS | Windows 11 / current macOS |
| Processor | Any modern 64-bit CPU (x86-64 or Apple Silicon) | — |
| Memory | 4 GB RAM | 8 GB RAM |
| Graphics | Any integrated GPU — authoring needs no dedicated card | For AI generation (MusicGen + VoxPCM): 8 GB VRAM minimum, 12 GB+ recommended |
| Disk space | ~1 GB for Ignitor | Several GB extra for AI models + the Android toolchain |
| Display | 1280×768 or larger | 1080p or higher |
| Internet | Download & activation only | Also 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?
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