- Read response.text() before JSON.parse to avoid double serialization - Use text.slice(0, 500) instead of JSON.stringify(json).slice(0, 500) - Add typeof content !== 'string' check for stronger type validation - Add explicit JSON parse error handling with try/catch
云梦
An AI-driven visual novel painted by an AI, one scene at a time. You talk and explore within a scene; when the story turns a corner, it paints the next. You click. It paints. The story unfolds.
How it works
The story unfolds as a sequence of scenes. Each scene is one AI-painted background plus a short tree of beats — moments of narration, dialogue, and the occasional choice. You tap through a scene's beats and the image stays put; only when a choice leads somewhere genuinely new — another place, a new point of view, a jump in time — does the AI paint the next scene.
entering a scene
│
▼
1. Text LLM directs the whole scene at once — a background prompt
plus a tree of beats (narration / dialogue / choices)
│
▼
2. Image model paints the background once, 16:9, no UI baked in
│
▼
[ tap through beats — no model calls, instant ]
│
├─ in-scene choice ──────▶ jump to another beat (instant)
│
└─ scene-change choice ──▶ the next scene
(usually pre-generated — see below)
While you're reading one scene, the engine speculatively generates the scenes your choices could lead to — and, for unavoidable next steps, the scene after that. By the time you pick a direction, its image is usually already painted, so the cut feels instant.
Clicking the background itself (not a button) routes through a vision model: it reads where you tapped and decides whether you're exploring the current scene (it inserts a beat — no new image) or moving on (a new scene).
There is no traditional game UI baked into the art. The AI paints the world in whatever style you pick — "stick figure on grid paper" or "cyberpunk noir" — and the dialogue panel and choice buttons are a light HTML layer drawn on top, tuned to sit over the scene.
One-click deploy
After deploy, set the nine environment variables (see below) in your Vercel project. That's it.
Environment variables
Three providers, all independently configurable. Text and Vision accept any OpenAI-compatible endpoint (OpenAI, Anthropic via OpenAI-compat proxy, Gemini, OpenRouter, DeepSeek, local Ollama, …). Image goes to Runware (its own task-array protocol, not OpenAI-compatible).
| Provider | Variables | Recommended |
|---|---|---|
| Text · story director | TEXT_BASE_URL TEXT_API_KEY TEXT_MODEL |
claude-opus-4-7 via Anthropic |
| Image · UI renderer | IMAGE_BASE_URL IMAGE_API_KEY IMAGE_MODEL |
runware:400@6 (FLUX.2 [klein] 9B KV) via Runware |
| Vision · click reader | VISION_BASE_URL VISION_API_KEY VISION_MODEL |
gemini-3-flash via Google |
See apps/web/.env.example for the exact shape.
Local development
Requires Node 20+ and pnpm 9+.
pnpm install
cp apps/web/.env.example apps/web/.env.local
# fill in the nine env vars
pnpm dev
# open http://localhost:3000
Project layout
yume/
├── apps/web/ Next.js 16 app — pages + API routes
└── packages/
├── types/ shared TypeScript types
├── ai-client/ unified OpenAI-compatible clients
└── engine/ three-stage AI orchestration (open core)
packages/engine is the open core — pure TS, no Next.js or browser dependency. Import it directly to build your own visual-novel front-end (Tauri, Electron, CLI, anywhere).
Cost & limits
With the recommended trio, each scene is dominated by the text-LLM call. The FLUX.2 [klein] 9B KV image is roughly $0.001 per scene (1792×1024, 4 steps, sub-second); the text call is the rest. Tapping through a scene's beats is free. To keep transitions instant, the engine also pre-generates scenes you might pick but don't — so real spend runs somewhat higher than the scenes you actually see. There is no rate limiting or auth out of the box — if you make your deployment public, your bill will reflect that. Add limits (and consider lowering the prefetch depth) before sharing widely.