FEATURES

Features

What LUMINA Engine can do, grouped by area (details may change as the engine is updated). Staging and screen features are used from scenarios and screen scripts; release-related features from the production tools. At the end you will find the differences between platforms (Windows, browser, Android) and the tools that support production.

Text and dialogue

The core of a visual novel: presenting text to read.

Message window Shows names and lines. The window and its buttons are images you can restyle for your game.
Text styling Ruby, colour and size can be set inside a line of dialogue.
Text speed Set the text speed and the click-wait marker (animated if you like).
Auto and skip Read on automatically, or skip only what has been read. The engine tracks read text.
Backlog Reread past text, replay voices and jump back to a scene.
Fonts Choose from bundled fonts (plus installed fonts on Windows), with outlines and shadows.
Text input Show a text-entry screen, for example for the hero's name (browser and Android too).

Characters, backgrounds and CGs

Showing each scene with pictures.

Backgrounds Show, switch and scroll. Pan across wide backgrounds like a camera.
Character sprites Enter, leave and change expressions. Layer a base body and an expression as one image.
Position and framing Place characters left, centre, right and more, and choose whether to show the full body or just the upper half.
Lip sync Character mouths move in time with the voice.
Event CGs Layer a base picture and its variations.
Sprites Place images anywhere, then move or remove them.

Screen effects

Transitions and effects that bring scenes to life.

Transitions Fades, crossfades and wipes, plus transitions shaped by black-and-white mask images.
Screen effects Shake, flash, monochrome and sepia tones, and camera pan, zoom and rotation.
Particles Snow, rain, cherry blossoms and other falling particles.
Shape effects Speed lines, slashes, lightning, magic circles and more, drawn without images. Over 70 ready-to-use presets.
Frame animation Animate frames laid out on a single sprite sheet.

Animated characters

Making characters move smoothly. LUMINA's own formats need no extra contract.

2D motion (LUMINA format) Deform a single illustration with a mesh. Supports blinking, lip sync and depth. Build it from a PSD in the dedicated editor.
Parts animation (LUMINA format) Animate a picture split into separate parts.
Live2D support (license required) About Live2D Live2D Cubism models can be displayed and animated too. To use Live2D in a game, though, you must agree to Live2D Inc.'s license and sign a contract when required. See About Live2D support for details.

3D

Using 3D scenes inside an ADV.

3D scenes Place glTF / GLB models in a scene with light, shadows, sky and fog, and layer the result as a background.
Terrain and many objects Show rolling terrain and large numbers of objects such as trees.
3D exploration Walk a character in first or third person, with collision against walls and ground, enemies and pickups.
Physics Objects roll, collide and stack; bodies can collapse as ragdolls.
3D staging Move the camera and objects smoothly over time.

Sound and movies

BGM, sound effects, voice and movies.

BGM Looping, fade in and out, track changes, pause and volume.
Sound effects Several at once, looping, with left/right position and distance.
Voice Per-character volume and mute, simultaneous voices, lip sync, and lowering the BGM while a voice plays.
System sounds Button sounds and system voices play separately from the story's audio.
Movies Opening, ending and event movies, with control over whether a click skips them.
Formats Platform differences Audio is mainly Ogg Vorbis and Opus. Movie formats differ by platform ( platform differences ).

Branching and progress

Splitting the story with choices and flags.

Choices Mark choices already taken, show choices that cannot be picked yet, or add a time limit that falls through to a set choice.
Variables and conditions Variables, flags and #if / #elif / #else blocks, conditional jumps and random branches.
Records across playthroughs Clear and progress records can be shared by every save.
Flowchart Show only the chapters reached, and restart from any of them.
Scene titles Name a scene and the name appears in the save list.
Macros Bundle frequently used steps so a single line calls them.

Raising and dating simulation

Systems for games where you pick a weekly schedule, raise stats and grow closer to the people you meet — built from one settings file plus scenarios.

Weekly schedule Pick an activity from the schedule and stats go up or down; too much stress can leave the hero sick for a week.
Stats and status screen Define stats such as study or stamina and show them with gauges on a status screen.
Meetings and feelings Characters appear when conditions are met and affection starts to change — optionally split into friendship and romance meters. Neglect someone for too long and their mood sours.
Dates, calls and walks home Invite someone on a date and pick the place (their tastes change how they feel). Phone calls and walking home together are supported too.
Events Events at set times (including yearly events on multi-year calendars), plus events triggered by conditions or chance, lead into their scenes automatically.
Endings At the end, stats and affection decide the ending. A sample settings file and scenario are included.

System screens (built in)

Title, save, settings and the other screens a game needs come ready-made. Reshape their look and behaviour for your game with each screen's script.

Title screen New game, continue, resume last session, settings and quit.
Save and load Multiple slots with thumbnails, quick-save and autosave histories, and suspend save.
Settings Six tabs — screen, text, volume, character voices, dialogs, mouse — plus language switching.
Confirmation dialogs Confirm before quitting or returning to the title, with a “don't ask again” option.
Controls Mouse, keyboard, touch and gamepad. Choices and system screens can be navigated with keys or a pad. Mouse gestures, and on phones a long press works as a right click.
Screenshots Save the game screen as a PNG image (downloaded in the browser).
Startup logos Play logos or a movie before the title screen.

Multiple languages

Releasing a game in several languages, such as Japanese and English.

Text tables Screen text comes from per-language tables.
Per-language assets Put images, voices and scenarios in a per-language folder and they are swapped in for that language.
Switch while playing Change the language in the settings and it switches immediately.
English word wrap English text wraps at word boundaries.

Shipping and stores

Releasing and publishing the finished game.

Asset packs Pack assets folder by folder, compressed; add a password to encrypt them.
Script encryption Encrypt scenarios and screen scripts to protect their contents.
Windows Ship as a folder, or build an installer.
Steam Achievements and cloud saves are supported.
Browser No install needed — host it on an https site and it plays in WebGPU-capable browsers.
Android Build an APK and a Google Play AAB, including delivering data through Google Play (asset delivery).
Where saves go If the game folder is not writable (for example under Program Files), saves go to a writable location automatically.

PLATFORM DIFFERENCES

Platform differences

The same scenarios and assets run on Windows, the browser and Android. The points below differ by platform.

Item Windows / Steam Browser Android
Dialogue, characters, effects Yes Yes Yes

Live2D
(Live2D Inc. license required)
Yes Yes Yes
3D scenes and exploration Yes Yes Yes
Whole-scene mask transitions Yes Switches without the effect Switches without the effect
Movie formats ogv, mp4, wmv, avi, etc. mp4・webm mp4・webm
Audio formats Ogg Vorbis, Opus, WAV Whatever the browser can play (Ogg, WAV, MP3, etc.) Ogg Vorbis, Opus (no WAV)
Font choices Bundled fonts + installed fonts Bundled fonts Bundled fonts
Save location Game folder (AppData if not writable) Inside the browser (cleared with site data) Inside the app
Resume from suspend save Yes — —
Achievements, cloud saves Steam version — —
Where to release Steam, your own site, packages, etc. An https site Google Play, APK
Controls Mouse, keyboard, gamepad Mouse, keyboard, touch, gamepad Touch (long press = right click), gamepad, keyboard
Developer debug panel Yes (development only) — —

Official manual, Chapter 6  (Japanese) Place an .ogv (Windows) and an .mp4 (browser / Android) with the same name side by side, and one scenario plays the right one everywhere. The browser version needs a WebGPU-capable browser and must be opened over https (or localhost). See chapter 6 of the official manual  (Japanese) for details.

Linux, iOS, PlayStation and Switch are in development and cannot run yet.

TOOLS

Tools that support production

Production tools for Windows. See chapter 7 of the official manual for how to use them.

LuminaNovelAuthor A dedicated scenario editor: flowchart view, preview, launch in the engine, project checks, translation and voice sheets.
LuminaScriptDesigner Lay out the title, message window, settings, save and other screens visually.
MotionEditor Build 2D motion from a PSD, with automatic rigging.
ParticleEditor Design snow, petals and other particles while watching them.
LuminaImageCompressor Convert PNG and other images to the distribution format (.lgc).
ScriptEncryptor Encrypt scenarios and screen scripts.
PackTool / luminapack Pack assets — a window-based version and a command-line version.
ScriptValidator / SceneViewer Check scenarios for mistakes and step through scenes.
ReleaseBuilder / SetupBuilder Prepare the release folder (checked, without unneeded files) and build an installer.
EngineSetting / SaveDataManager / FileCheck A settings tool you can ship with your game, save-location management, and checking release files.
Debug tools (Shift+D) Open it inside the game during development to inspect variables, flags, assets and more.