A complete visual novel engine for Unity: story graph and Ren'Py-like text script in sync, free-roam rooms, quests, game time, routines, localization and saves.Pipeline-agnostic: no shaders/materials; UI is uGUI+TextMeshPro, rooms are SpriteRenderers.Built-in, URP and HDRP. Input System, legacy Input Manager, or both. Addressables streaming optional (beta). Bundles Beasty Save System — no external serialization dependency; optional Firebase cloud saves compile only when the Firebase SDK is present. Mono and IL2CPP. WebGL NOT supported. Unity 6000.2+.Beasty Visual Novel is a full visual-novel engine for Unity: you write the story, it plays it.WRITE IT THE WAY YOU THINKTwo views of the same scene, always in sync:The GRAPH. Nodes and blocks, wired visually — dialogue, choices, decisions, subgraphs, flow.The TEXT. A Ren'Py-like script (.vnbeasty) you type at the speed you think, with autocompletion.Switch between them whenever you like. The graph is the source of truth, and the package defends it: a script that does not parse, is empty, or holds something the text format cannot express NEVER overwrites your nodes, and any import that would destroy content leaves a timestamped backup beside the script. Writers can work in the text file while you keep building in the graph.MORE THAN A DIALOGUE PLAYERFREE-ROAM ROOMS between scenes: click a door, examine an object, walk into a conversation. Backgrounds and interactables change with the story state, the time of day or any variable you define.GAME TIME: dayparts or a clock, with character ROUTINES on top of it — profiles, a week-by-slot routine grid editor, and characters who are where they should be, when they should be.QUESTS with stages, objectives, rewards and penalties, and a per-character talk menu that lists exactly what you can say to them right now.CHARACTERS with stats, portraits, an inventory, and screens the player can open (profile, calendar, quest log, routines).VARIABLES and CONDITIONS everywhere: gate a line, a door, a choice or a background on the state of the world, without writing code.SEE IT RUNNING FIRSTThe package ships a complete mini-game, the House Demo: an intro with a player-rename prompt and profile choices, two connected free-roam rooms with day/night backgrounds, an NPC with a weekly routine, a two-step quest with an inventory pickup and a delivery, a conditional talk menu, character screens, save/load, and live English/Spanish switching. Every demo sprite is a labeled placeholder PNG — replace the file, keep the name, and it becomes your game.READY TO SHIPLocalization tables with per-cell staleness tracking (you see which translation went stale when you edited the source line) and CSV/TSV import and export. The player can switch language mid-line — menus and HUD included.Add a language from a curated list of 15 and the built-in interface strings (menus, HUD, dialogs, save/load screens) arrive already translated. A deleted language goes to a trash it can be restored from, not straight to oblivion.Saves with slots, autosaves, thumbnails, backups against corruption and optional encryption. Scene state rides inside the save.Optional cloud saves: pick Firebase (Cloud Firestore or Realtime Database) from the storage dropdown and the save/load screens, autosaves, slot listing and backups work against it — thumbnails travel inside the save and rebuild on any device. Requires the Firebase SDK; without it, nothing changes.enus, backlog, history, preferences, help and save/load screens — all localizable, all prefabs you can restyle.A setup wizard that builds a playable scene for you, and a validator that tells you what is missing before your players find out.Optional Addressables streaming of node assets, so a long game does not load its whole script into memory (opt-in, beta in 1.0.0).THIS IS A BUNDLEThe package includes the complete Beasty Save System — the save/load asset also sold separately on the Asset Store. It is what powers every save feature above, with no external dependencies, and you can use it on its own in any other project. If you already own Beasty Save System, an upgrade path is set up on this page so you pay the difference instead of the full price.CUSTOMIZABLEEverything the player sees is a uGUI prefab with its art in one folder: restyle it, or point the views at your own canvas. Full C# source is included — the runtime is split into a pure-logic core (no Unity UI) and the view layer, so you can replace the presentation without touching the story engine.Suited to visual novels, dating sims, life sims, narrative adventures, detective games, and any game that mixes dialogue with a world you move around in between conversations.Documentation: https://bauflowbeasty.github.io/ In-editor preview: play any node, up to any block, without entering Play Mode.Free-roam rooms: conditional backgrounds, doors with conditional access, interactables with tint/swap/animation hover, and drill-in room editing.Game time: dayparts or clock, exposed to conditions as variables.Character routines: profiles, per-room spots, a week x slot grid editor, and quest-driven overrides.Quests: stages, objectives (typed editors), rewards, penalties, recurrence, and a per-character talk menu hub with delivery steps.Characters: stats, portraits, inventory, and in-game screens (profile, stats, calendar, quest log, routines) built from prefabs.Variables and conditions: global, per-character and per-context, usable to gate lines, choices, doors, backgrounds and routines.Localization: multi-language tables for story and UI, per-cell staleness tracking, CSV/TSV import and export, and live language switching in game.Saves: slots, autosaves, thumbnails, backups, optional encryption, and scene-object state. Powered by the bundled Beasty Save System — no Newtonsoft, no external dependencies.Input: Input System, legacy Input Manager, or both, with rebindable actions.Optional Addressables streaming of node assets, with a migration tool (opt-in, beta).Setup wizard, project validator and auto-wiring: one window builds a playable scene.Editor window scales to real projects: virtualized lists, multi-select and bulk edit across variables, quests, items and characters.Full C# source. Core logic is UI-free and separately assembled (asmdefs) from the view layer.Unity 6000.2+, Mono and IL2CPP, Built-in / URP / HDRP.- Code review and auditing: AI agents were used to audit the codebase adversarially — looking for data loss in the authoring tools, lost player progress, and packaging problems. Every finding was verified by hand against the code before any change was made, and each fix is covered by a test I run in Unity.- Documentation and text: the README, the changelog, the syntax reference, in-editor tooltips and this store listing were drafted with AI assistance and edited by me.All art shipped in this package is my own. No AI-generated art, audio or 3D content is included.





