visual-novel

visual-novel is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 47 tokens per session (1,590 once invoked), scanned A, original, Apache-2.0.

A game-building guide for story games made mostly of branching text, character art, and backgrounds. It covers dialogue choices, story branches, saving, reading history, skipping, and automatic text advance.

In plain words
What is it for?
Use it for visual novels, dating sims, and branching interactive fiction. It helps build scripts, choices, story flags, save-anywhere support, backlogs, skip, and auto-play.
Why use it?
It helps organize stories where choices lead to different routes and endings, while providing features readers expect in a long text-based game.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Use it for visual novels, dating sims, and branching interactive fiction. It helps build scripts, choices, story flags, save-anywhere support, backlogs, skip, and auto-play.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill visual-novel
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for visual-novel

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for visual-novel

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/visual-novel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 47 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,590 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00047 $0.01590
Opus 5 $0.00023 $0.00795
Sonnet 5 $0.00009 $0.00318
Haiku 4.5 $0.00005 $0.00159

Measured 13d ago against content hash 081f25d30ca7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

visual-novel scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/genres/visual-novel/SKILL.md · 134 lines

How it starts

The opening of the file, as written. The whole thing — 134 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Visual Novel

A playbook for visual novels — the branching script, the presentation (text box, characters, backgrounds), choices, and the quality-of-life systems players expect (save anywhere, backlog, skip, auto). This is a compositional skill: it drives a dialogue engine and a UI layer. It does not re-teach the dialogue engine or UI nodes; it defines the script model and the player conveniences that make a VN pleasant to read.

When to use

  • Use when the game is mostly reading branching text with character art and backgrounds: visual novel, dating sim, branching interactive fiction, story-choice game.
  • Use when designing a choice/route structure, story flags, or VN conveniences (backlog, skip, auto-advance, save-anywhere).

When not to use: dialogue as one feature inside a larger game → rpg consuming dialogue-systems. Card/board play → other genres. For the branching-script engine itself, use dialogue-systems (Ink / Yarn Spinner).

Core loop

Read a line → advance → (at a branch) make a choice → the story branches on flags/choices → read on → reach an ending. The "game" is the shape of the branching and whether choices feel consequential; everything else is presentation and convenience.

Must-have systems

  1. Branching script — ordered lines + choices + jumps, with conditions and variables (Ink/Yarn).
  2. Text box — speaker name, body text, typewriter reveal, advance on click/key.
  3. Characters — sprites with expressions/poses, positions, show/hide transitions.
  4. Backgrounds + transitions — scene images, fades/dissolves.
  5. Choices — present options, gate some on flags, record the pick.
  6. Story state — flags/variables that branch the script and unlock content.
  7. Save/load (save-anywhere) — full script position + state; multiple slots; quick save.
  8. VN conveniences — backlog/history, skip (read text), auto-advance, text-speed setting.
  9. Audio — music per scene, SFX, optional voice clips.

Read the full file on GitHub · 134 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 134 lines · 47 tokens per session scan A 081f25d30ca7

Subscribe to this mod's changes

visual-novel is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 47 tokens to every session and 1,590 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.