From source to scene: why a generated visual novel needs a director
How text, HTML, or PDF becomes a coherent visual novel through scene contracts, continuity bibles, two composition modes, MCP assembly, and render review.
Inside Romergo
A development journal about the product decisions, experiments, failures, and systems behind Romergo, explained through what they make possible for creators and players.
The big picture
Creators work in Builder, changes become a checked publication, and the same quest runtime carries that story into every supported way to play.
Development notes
How text, HTML, or PDF becomes a coherent visual novel through scene contracts, continuity bibles, two composition modes, MCP assembly, and render review.
Romergo does not run arbitrary code inside a quest. Authors build behavior from nodes, variables, conditions, and effects, while HTML and CSS remain a safe presentation layer.
How to release a story in parts, update chapters that are already published, and continue play safely after a new version.
How separating a simple scene from a smart runtime brought preview, browser play, mobile screens, and synchronized Discord play together.
Why Romergo chose an open project archive, offline game builds, and agent-assisted migration instead of locking creators into one editor.
How Romergo lets a personal AI agent join a live Builder session, receive context and commands, use MCP tools, and return verified results without hosting the model.
How a small prototype called Fibber grew into a distributed platform with collaboration, versioned publishing, and one shared story runtime.