A downloadable tool for Windows and macOS

Make classic point-and-click adventures. No code required.

Ignitor is a complete visual workstation for building 2D graphic adventures in the classic LucasArts/SCUMM style (and also more modern types like Full Throttle with verb coin) — the kind of games where you pick up everything that isn't nailed down and talk to everyone twice and even so much more. 

Design the blueprint of your whole game, your rooms,guis,  wire your puzzles with dependency graph visibility, write your dialogs, cutscenes, translations, and export a playable build, all from one integrated full editor suite.

Built by independent Illusion Arts Studio, because we wanted to make our own adventures without fighting our tools and with our own modern workflow — and now it's yours too.

We see Ignitor as the Graphic Adventure Workstation where you can manipulate everything inside the suite without code. Think of it as a DAW for adventure games (you don't care how a VST plugin or digital synth is made or tweak/program raw code for any DAW (generally) to make anything sound "better"; you just adjust faders and knobs, configure select lists, drag and drop elements); same here.

We've used several game engines, starting with AGS 2.0 in 1999. We've loved the engine since then, and the adventure game (point-and-click) genre even before that, when we first played the Macventures by ICOM Simulations (Shadowgate, Uninvited) and several Lucasfilm games around 1991, like Maniac Mansion (NES version) and later basically all of them, like Monkey Island, Indiana Jones, The Dig, Day of the Tentacle, Zak McKracken,  Full Throttle, etc; later also played some games by Pendulo Studios and also the more updated Sierra games, but we always wanted to design our own workflow and engine and share it, Ignitor is the workflow we always wished we had.

Exports available from Windows: Windows, Android, and Web. From macOS: macOS, iOS, Android, and Web. Linux coming later.

Missing a feature you need? Tell us — the roadmap is also shaped by what people actually build.

✨ What's in the box

  • Room Editor — scrollable backgrounds, dynamic hotspots, walkable areas, walk-behinds, lighting, surface and ambient effects, parallax layers, and a preview sandbox to test/review the rooms without the need to compile the whole game each time. Also, a quick access strip to all your rooms via thumbnails and basic drawing modes (poly, paint, vertex eraser, magic wand) to design hotspots, regions, etc. Shortcuts for debugging areas and a validator are also included.
  • Blueprint designer and Game Structure editor: design all your rooms in your game in a classic blueprint map and connect them with auto-generated walkables and bidirectional warp regions; organize your game loop in chapters, intro and end credits/GUIs, and scenes to ship the full game experience; also create check and entry development points to test your game from specific scenarios/configurations in the timeline of your game, no need to compile and run intros,, whole chapters everytime.
  • Puzzle & Reaction Rules — visual rule builder: verbs, tokens, predicates, flags, timers, and watchers; no scripting language to learn; just configure steps and validations, with detailed dependency graph visibility.
  • Dialog & Cutscene Editors — branching conversations, scripted scenes with drag-and-drop visual tools and a preview panel.
  • Scene Orchestrator: an integrated scene orchestrator/video editor with basic keyframing, easing, tweening, effects, triggers, and filters.
  • Characters & Animation — sprite animations, per-direction walk cycles, talk animations with lip-sync support, and an integrated tweaker pixel tool to modify art/alpha channels without leaving the editor.
  • Items & Characters editors: Complete item management with usage graphs,  and character customization pages including behaviours; there's also a party mode so you can make more complex games with multi-character management; you can also import all your items and/or characters from your previous games following a concrete process/format that our GAW needs. 
  • GUI Editor — the classic 9-verb SCUMM bar or modern verb coin, out of the box, or design your own interface, fully data-driven. Also included are basic options GUI, save/load, pause, and quit functionality.
  • Audio — music, ambient loops, SFX, per-room soundscapes; use an FX pedalboard to bake effects into samples; no need to use external audio editors. WAV, OGG, and MP3 support. AAC only during Mac exports.
  • Voice Editor and Recorder with optional lip-sync.
  • Translation Editor — author in your language, localize to others through a built-in string table workflow (the editor itself runs in English & Spanish).
  • Achievements, fonts, cursors — and a project hub that ties it all together.
  • Assets Doctor: review your game assets before exporting to optimize size, asset usage, or unused lines and sprites.
  • Your art, your resolution — pixel-art or smooth, any logical resolution per project; the engine adapts to your game, not the other way around. A project wizard is also included to start fast with something to work with.
  • Controls Mapper:  Configurable gamepad, keyboard, mouse. Touch/gesture support(mobile).
  • Many more features inside each editor;  we are in continuous active development for new features and full support for critical bugs that we keep fixing and updating weekly.

đŸ•šī¸ Try it in five minutes

Download, install, and Ignitor opens with a small playable demo detective adventure — take it apart in the editor to see exactly how rooms, effects, puzzles, guis and cutscenes are wired. That's the simple and quick showcase tutorial. (Full documentation in English & Spanish at getignitor.com/docs.)

💰 Free vs Pro

Free — the complete editor suite, no feature locks in the tools/editors:

  • Unlimited rooms, objects/hotspots, dialogs, puzzles, cutscenes, items, characters.
  • Export your game for the web (perfect for game jams and sharing)
  • Exported games show a small "Made with Ignitor" splash
  • Only for non-commercial use

Pro — one-time purchase, founder's price $39 :

  • Unlimited rooms, objects/hotspots, dialogs, puzzles, cutscenes, items, characters.

PLUS:

  • Desktop export (Windows installer for your game), plus Android and Web. macOS and iOS exports require running Ignitor on a Mac — your same Pro license covers it (up to 3 machines, so your PC and your Mac are both in) * Linux coming soon. * GODOT conversion is in the works as a Cloud Service too
  • Remove the "Made with Ignitor" splash
  • Priority support
  • 3 Machines included per license
  • One-time purchase, and the licence never expires. It includes 1 year of updates: every build published inside that year is yours to keep, even if you reinstall it years later. After the year, the editor keeps working as Pro exactly as before; the only thing that stops is receiving new builds. Want to keep them coming? You'll be able to extend your updates for another year at a reduced price — you never buy Ignitor twice.

Pro licenses are sold at getignitor.com → your license key arrives by email and activates inside the editor.

đŸ–Ĩī¸ Requirements

  • Windows 10/11, 64-bit
  • macOS 11 (Big Sur) or later — Apple Silicon only (M1 or newer)
  • Linux (coming soon)

🤖 About the AI disclosure on this page

Transparency, the short version: only some art assets in the bundled demo project were AI-assisted; modified and tweaked under strong studio art direction. The engine, the editor, the code, the music, and everything else here is our own work. And important for you as a creator: games you make with Ignitor carry their own AI disclosure based on your assets — this page's tag does not apply to your work. Bring hand-pixel art, and your game is as No-AI as it gets.

đŸˇī¸ Made something with Ignitor?

Tag it made-with-ignitor on itch so we can find it — we'll feature community games on our website and on this page. The demo slot itself may open to a community game in the future (currently looking for human-made art demos/games candidates only). 👀

Please don't hesitate to send us a bug, finding, or suggestion; we greatly appreciate any feedback to improve the suite!

Thanks so much for downloading, testing, and supporting our work! 

🧭 Links

Website: getignitor.com ¡ Docs (EN/ES): getignitor.com/docs ¡ Support: support@getignitor.com

Ignitor is developed by Illusion Arts Studio.

Published 4 days ago
StatusReleased
CategoryTool
PlatformsWindows, macOS
Release date 19 days ago
AuthorIllusion Arts Studio
GenreAdventure
Made withThree.js, Rust
Tags2D, Game Design, Game engine, no-code, Pixel Art, Point & Click, Retro, scumm
Average sessionA few seconds
LanguagesEnglish, Spanish; Latin America
InputsKeyboard, Mouse, Gamepad (any)
LinksHomepage, Docs
AI DisclosureAI Assisted, Graphics

Download

Download
ignitor-windows.zip 52 MB
Version 1.1.7 5 days ago
Download
Ignitor_1.1.7_macos_arm64.dmg 79 MB
Version 1.1.7 5 days ago

Install instructions

Does Windows or macOS warn that the app isn't safe?

Yes, the first time — and it isn't a problem with the app.

Windows: SmartScreen shows "Windows protected your PC" → More info → Run anyway.

macOS: the first launch is blocked → open System Settings → Privacy & Security, scroll to the notice, and click Open Anyway.

This happens because we haven't bought the code-signing certificates that tell each system who we are: the Windows installer isn't code-signed, and the macOS app is signed but not notarized. Certificates cost real money every year — as an indie studio, we'll add them as soon as early sales cover it, and both warnings will disappear on their own. The app is identical either way.

The installer does exactly one thing: it puts Ignitor in its own folder. No bundled extras, no ads, nothing else riding along.

Development log

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