Ignitor Docs ← getignitor.com
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What is Ignitor?#

Ignitor is a workstation for 2D point-and-click graphic adventures, classic or modern. It comes from the SCUMM / LucasArts school and still speaks that language, but nothing ties you to it — the verbs, the GUI and the look are yours to choose. It pairs a suite of visual editors with a lightweight game engine, so you can design rooms, GUIs, puzzles, animations, dialogue and cutscenes and ship them to multiple platforms — without writing code.

If a DAW is where musicians produce a track end to end, Ignitor is that same idea for adventure games: one place to author every part of the game and press export.

What you build with it#

  • Rooms — backgrounds, walkable areas, hotspots, walk-behinds and scale zones.
  • Verb-driven interaction — the classic SCUMM 9-verb bar (give, take, use, look…), or a 4-verb verb-coin à la Full Throttle.
  • Dialogue & puzzles — branching conversations and a visual system for puzzle logic.
  • Cutscenes — a timeline sequencer with audio tracks, keyframes and triggers.
  • Characters & inventory — multiple playable characters, each with their own inventory.
  • GUI, cursors, items, animations — every surface of the game, authored visually.

Who it is for#

Ignitor is aimed at solo developers and small teams who want to make this kind of game without becoming engine programmers. Loving the LucasArts era is a good reason to be here, but not a requirement — the same editors serve a game that looks nothing like one. The editors are the product; the engine quietly does the rest — and a game you build today can be exported to new platforms tomorrow without reworking your content.

Remaster heritage. Ignitor grew out of the tooling built to remaster a handful of point-and-click games and prototypes. Those projects are being built with Ignitor right now, and they are the reference work that exercises every feature of the workstation.

Next steps#