# ✨ What’s new on October 12: preview next to the editor, deferred payments, AI credits

**URL:** <https://forum.visual-novel.net/t/whats-new-du-12-octobre-lapercu-a-cote-de-lediteur-paiements-differes-credits-ia/25>\
**Category:** Annonces\
**Created:** [October 12, 2026, 8:17am UTC](https://forum.visual-novel.net/t/whats-new-du-12-octobre-lapercu-a-cote-de-lediteur-paiements-differes-credits-ia/25 "2026-10-12T08:17:13Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![tehem](https://forum.visual-novel.net/user_avatar/forum.visual-novel.net/tehem/32/7_2.png) [@tehem](https://forum.visual-novel.net/u/tehem)\
**Post date:** [October 12, 2026, 8:17am UTC](https://forum.visual-novel.net/t/whats-new-du-12-octobre-lapercu-a-cote-de-lediteur-paiements-differes-credits-ia/25/1 "2026-10-12T08:17:14Z")

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Hello everyone,

This week, the preview took up the most space: it now opens next to the editor and follows what you change. The rest ranges from smoother navigation in the editor to deferred payments and AI credits, plus a few in-game fixes.

## 🪟 The preview opens next to the editor

Click **Preview** to open the game in a panel on the right side of the editor. It stays open from page to page and after a reload. You can resize it with your mouse or keyboard, choose **Computer (1280 px)**, **Mobile (390 px)**, or **Fit to the panel** , and **Open in a tab** if you prefer the panel to open that way. The panel asks for a fairly wide window (about 1380 px); below that, the preview opens in a tab like before. The Preview button is the same everywhere, including the top bar, and what you’ve just typed is saved before the preview opens.

## 🔄 The preview follows what you change

When you save a change to the scene currently playing, the preview restarts by itself and replays your choices to bring you back to where you were; the panel’s ⟲ button stops this automatic restart. A change to another scene offers only a restart. The step list marks the step the preview is playing ( **In the preview** ), and translating the scene into the played language restarts it too. A preview opened in a tab also understands your changes.

## 🎬 „Scene preview“ starts from your last point

**Scene preview** starts in the state your last preview entered for that scene: flags, played scenes, relationships, values. The ▾ menu lists your last visits with how long ago they were, and offers **Empty state** , which it marks as impossible to reach by playing. This entry state is kept on the server side: **Restart** still works after a page reload. A preview that’s been left for two hours without being played gets cleared, and the panel tells you. The preview status panel, opened next to the game when there’s room, also shows what the last step changed.

## 🎲 A fixed order for scenes with the same priority

Two scenes with the same priority always go in the same order, in the game and in the editor, and the engine no longer makes anything up at random. So the preview replays the exact same story from one run to the next.

## 🔒 Writing language locks after the first translation

The language your scenario is written in stays editable until its first translation—yours or one provided by a pack element. After that, it’s final, because every translation is based on it. The language settings tell you this up front, so you don’t discover it later. This was announced in preparation last week: it’s live.

## 🧭 Easier-to-browse lists and cards

Lists show about a dozen cards per screen, in compact rows, and their filters, sorting, search, and pagination live in the address: a link or back navigation brings you back to the same view. Each card (scene, character, location, characteristic, resource, flag) shows at the top Project ▸ Collection ▸ Card instead of the back arrow, and opening a card from another offers **Return to „…“**. An empty list shows **Create** only once, and the forms read as a single column, one field per row.

## 🗃 Side panels instead of windows

AI generators (portrait, background, music…), **Add a portrait** and **Add a characteristic** open in a side panel, one field per line, rather than in a centered window. A character model is created on a page. When a dialogue closes, focus returns to whatever opened it.

## 💾 Clearer saving and confirmations

The saving status appears next to the button, not in a notification that disappears. Each confirmation names its two outcomes: **Leave without saving?** offers **Discard changes** or continue editing, and deleting an element says what will remain.

## 🪙 AI credits: you’re only charged for what you actually get

A refused generation returns its credits to you, and the displayed balance updates right away. A generated text is charged only once—and only if it’s usable; if you left the page before the response, nothing is charged. Credit purchases are the same across all generators; for a text not yet accepted, it waits so you don’t lose the result during the redirect to payment, and it tells you. The credits badge in the top bar now shows both your balance and what it will do, in your language.

## 💳 Deferred payments and subscriptions

A delayed payment confirmation (SEPA debit, when offered) is honored when the bank confirms it, days later: credits, the game, or the pack arrive then. In the meantime, the page shows **Payment pending confirmation** and refuses a second purchase of the same game or pack, so you don’t pay twice; a pack you already own can’t be bought again. **Re-check** now applies to the credit purchase itself, instead of waiting. For subscriptions: resubscribing no longer allows the old subscription to be billed in parallel; a scheduled subscription to end can be resumed instead of paying twice for the current period; an account in the trial period is Premium in the shop too; and start, cancellation, and price changes also appear as notifications in the app.

## 📏 Media size limits and display in your language

An image is at most 10 MB, an audio file 20 MB, and a video 100 MB. The add dialog says so beforehand, refuses a file that’s too big as soon as you add it („An image must be at most 10 MB. This one is 11 MB.“), and the help provides the same limits. In the editor, file sizes, the project’s total media size, dates, and numbers now follow the interface language.

## 🎮 In-game: an option applies only once

An option applies only once per playthrough of its scene: reloading the page, double-clicking, or opening two tabs won’t give two copies of the option’s effects, flags, and relationship points. Two simultaneous writes to a save no longer overwrite each other. A game value the player hasn’t used yet counts as 0 everywhere, both in the game and on the server side. In-game, an option whose conditions aren’t met is called an option—not a choice. Finally, a list of effects no longer changes the same value twice (choice consequences and effect steps), so its order never changes the result.

## 🧩 Small changes that make a big difference

The Translations tab for a long scene displays and translates all of its steps, numbered according to their order; deleting a step renumbers the following ones without gaps. In a model’s media, the selection survives a grouped action, and a grouped deletion tells you how many elements left. Portrait details are no longer cut off, and its badges speak your language. Choosing a step late no longer sends you back to the Steps tab. In French, „location model“ and „character model“ are written everywhere in the singular.

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