
A drag-and-drop visual novel editor for people who do not want to write code. Branching stories, characters and live preview, with optional on-device AI.
A startup from Italy, founded by Alan Ferraioli.
This page is designed to help you find out whether Mimmo Engine is good and if it is the right choice for you.
Mimmo Engine is a desktop editor for building visual novels without writing code. Scenes, dialogue, branching choices, characters, sprites, inventory, minigames and phone conversations are all assembled from visual blocks, and a live preview plays the game while you build it.
Its distinguishing feature is on-device AI. A local model is downloaded on first launch and generates dialogue, scene descriptions and character art directly on the creator's machine, so there is no API key, no per-token cost and no story leaving the computer. The core generators for stories, scenes and sprites are included.
Projects are saved as readable JSON, so work is never locked inside a proprietary format. The editor is free during the open beta: unlimited projects and characters, with .mimdisk export, mini-games, inventory, gallery, custom scripts and statistics all included.
Available for Windows, with macOS and Linux in development. Games can be played through the companion Mimmo Player or exported as standalone builds.
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On-device AI
Local model generates dialogue, scenes and sprites on your machine, no API key and no per-token cost
No-code scene editor
Over twenty visual block types for dialogue, branching choices, variables, inventory and minigames
Live preview
The game plays inside the editor while you build it, no export step to test a scene
The AI runs on your own machine. Mimmo downloads a local model on first launch and generates dialogue, scenes and character sprites without sending your story to anyone's server, so there is no per-token bill and no account needed to start writing.
The rest of the editor is drag and drop: over twenty block types covering dialogue, branching choices, variables, inventory, minigames and phone conversations, with a live preview that plays the game while you build it. Projects are plain JSON files, so your work is never trapped in a proprietary format.
Writers and artists who have a story to tell and no intention of learning to program. Solo creators and small teams building visual novels, interactive fiction and narrative games, often alongside another job.
A good share of them tried Ren'Py first, ran into the scripting, and put the project down. Mimmo is built for the moment right after that.
Making a visual novel used to mean picking a side: learn to script, or pay for a closed tool that decides what you are allowed to build. Neither felt right for someone whose actual skill is writing or drawing.
Mimmo was built to remove that choice. The whole editor is visual, the AI runs on the creator's own hardware instead of a metered API, and the free open beta includes every feature, not a cut-down trial. It is developed in Italy and ships for Windows, with macOS and Linux in progress.
The editor is React and TypeScript, bundled with Vite and shipped as a desktop app through Electron. State and undo history run on Zustand.
The local AI is llama.cpp with quantised open models, downloaded on first launch and stored on the user's machine, which is what keeps generation free and offline. The games themselves run on a custom runtime, and projects are stored as readable JSON so nothing depends on a proprietary binary format.
Ren'Py is the standard and it is excellent, but using it means writing Python. Plenty of writers stop right there. TyranoBuilder and Visual Novel Maker remove the code and hand you a paid licence instead, with AI that is either absent or bolted on through a cloud subscription.
Mimmo removes the code and runs its AI on your own hardware, with no API key and no per-token bill. The editor is a working one, not a trial. It is free during the open beta, with unlimited projects, the full block system, and story, scene and sprite generation included.
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