New updates from September 21

Hello everyone,

Week focused on the editor: there’s no longer a single Save button left. And on the shop side, the „satisfied or refunded“ guarantee finally has written rules — on both sides.

:floppy_disk: The editor saves for you

No more Save buttons, anywhere: characters, scenes, locations, activities, messages, flags, attributes, resources, templates, settings, translations. A choice is applied immediately, a text is sent three seconds after you stop typing or when you leave the field, and only modified fields are sent.

Next to each field, its status: „Saving…“, „Saved“, or „Not saved — Retry“. Switching tabs no longer makes you lose anything, and if something really still needs saving, a question stops you before you leave the record — by the arrow, by the list beside it, by the menu, or by the browser’s Back button. When the server rejects a value, the reason appears under the relevant field, in French.

One clearly stated exception: publishing submission keeps its button. It’s a form you send, not a record you edit.

Activity and Message records only apply to dating-sim scenarios.

:leftwards_arrow_with_hook: Delete without a prompt, cancel in place

Inside a record, deleting a step, a choice option, a condition, a relationship line, a character arc, or a message option no longer asks anything. The element leaves the list, and an „Cancel“ replaces it.

As long as it’s there, nothing has been sent to the server: canceling just goes back to an element you never touched, complete with its IDs and content. Deletion goes through with the next action in the same list, never via a timer.

:bomb: The deletions that matter tell you what they take

On the flip side, what truly gets destroyed takes more. Deleting a project counts its characters, scenes, and activities, and requires you to write its name. Emptying a templates pack, deleting a content update: same thing, with the itemized count. Deleting a media item lists the portraits, scene steps, location props, and the music that uses it — or just says outright that nothing uses it. If a count can’t be read, it’s stated as such; it’s never shown as a zero.

In the other direction: removing a location’s décor no longer asks anything (the image stays in the media library), and an empty media folder leaves without questions.

:link: „Used by“ and „Uses“: the link both ways

The „Used by (n)“ tab already existed on several records; now attributes and resources have their own page, with the same tab. An activity there also lists the achievements that include it.

And the reverse direction arrives too: a „Uses (n)“ tab on scenes, characters, messages, and activities listing what the record calls — the flags and the values of its conditions, the characters who speak there, its location, its next scene, the routing target. Each line is a link to the exact place where the reference gets corrected.

:hole: What nothing reads, what nothing triggers

A game flag or value can be orphaned in three ways: no one sets it, no one reads it, or the player never sees it. Records and lists now distinguish all three cases and say which one applies, using the corresponding wording. Holding a value — in a save, on a pre-made character — doesn’t count as reading it or changing it.

:card_index_dividers: Flags are grouped

A flag identifier can declare its group with a dot: kiko.a-dit-oui falls under kiko. The list shows first the flags without a group, then each group under its title, with a filter at the top that searches identifiers and labels. A flag created on the fly from a selector keeps the group its name declares.

:ring_buoy: Satisfied or refunded: the rule is written

The refund guarantee for a game is now readable: less than sixty minutes of gameplay and no ending reached, once per buyer and per game. A finished game isn’t refunded — the creator pays the difference, and the catalog tilts toward shorter formats.

The legal 14-day right of withdrawal, meanwhile, hasn’t moved: a purchase without opting out keeps it entirely, ending reached or not. And each buyer remains bound to the text they ticked at the time of payment: purchases made under the old wording keep the old promise.

:checkered_flag: Your finished playthroughs are finally counted

The „finished“ and „in progress“ filters in your library, and the number of finished games in your stats, have shown zero since their creation. They now reflect reality, including retroactively: playthroughs already completed are recovered.

:package: Template packs are refundable, with a reasonable condition

A templates pack can be refunded as long as nothing has come out of it. Copying a file from its media library, giving one of its décors to a location, or launching a billed generation against it counts as having used it. A generation that failed and cost nothing doesn’t count, and a generation reported as accepted by moderation makes the pack refundable again.

:musical_note: Music generation goes from 6 to 10 credits

Mureka’s real cost was measured: it’s a flat fee per track, not a price by duration. At 6 credits, every music generation was sold at a loss. The supplier also lowered its price on September 18, and that change is passed along.

:globe_with_meridians: Credit packs speak your language, and have coverage

The credit purchase dialog showed Stripe’s product label — in other words, an English line in the middle of a translated screen. The name and description are now written per language in the back office, and each pack can have coverage. The confirmation email names the pack exactly as you saw it named at the time you paid.

:mag: The catalog, search, and library in your language

Translated pack names now appear on catalog cards and in the wishlist list, not just on the product page. Search finds a game under its translated title — you could read a French title on a card and not find it when typing it. And the library „Title“ sort starts from A, not from Z.

:door: A scene without an exit no longer goes live in a publish (visual novel only)

In a dating-sim, a scene that ends without a follow-up is normal: the day loop takes back control. In a visual novel, there is no loop — the engine has nowhere to send the player. So the completeness check now blocks publishing a visual novel where a scene has no exit: an ending, a next scene, a routing step, or a choice where all options lead somewhere.

:shushing_face: Messaging: removing the reply means silence (dating-sim only)

A message option marked „remove the reply“ no longer displays either the ellipsis bubble indicator or a typing indicator: the character doesn’t respond, and that’s obvious.

The help article on messages also promised a „follow-up message“ field that never existed; it now explains the real method — an option sets a flag, and a follow-up message is required — with a dedicated section for long conversations.

:feather: Lighter pages

The site and editor no longer download everything at once: one page, one language, one chunk at a time. The site’s first load goes from 798 to about 294 KB compressed, and the editor from 683 to about 319 KB. The login screen no longer downloads the entire editor.

:writing_hand: And a few writing fixes

A dialogue reply is saved up to 2000 characters, as announced everywhere else (it was silently rejected beyond 1000). The space you just typed is no longer swallowed when the saved copy comes back. Counts are pluralized („4 media“, not „4 media“). The four tabs of a pack record no longer re-run their sort and search. And changing a single language setting no longer affects the others.


I hope you’ll like this — feel free to send me feedback.