Replace the one-image-per-interaction model with scenes that hold multiple dialogue beats. The image regenerates only on scene-change actions; tapping through beats and in-scene choices are instant and zero-network. Squashed from #2: - feat: scene/beat architecture — decouple dialogue from image generation - fix: harden LLM-output parsing, prefetch lifecycle, and typewriter (PR review) - fix: dedupe beat ids; fallback narration on empty insert-beat (PR review #2) 🤖 Generated with [Claude Code](https://claude.com/claude-code)
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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. Any OpenAI-compatible chat / image endpoint works (OpenAI, Anthropic via OpenAI-compat proxy, Gemini, OpenRouter, DeepSeek, local Ollama, …).
| 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 |
gpt-image-2 via OpenAI |
| 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
Each scene costs roughly $0.15–0.25 in API fees with the recommended model trio (one text + one image call); 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.