Short answer: This page walks you from invite email to your game playing in the browser - no installs, no downloads, just a link. Plan on under an hour. The import itself usually takes minutes. A Ren'Py game comes in as a Vizno Ren'Py project that keeps your own scripts; once step 4 has imported it, Your first hour with your Ren'Py game takes over.
1. Create your account (5 min)
Use the invite link from your email. Public signups are closed, so that link is your door. Verify your email when prompted.
2. Creator onboarding (5 min)
Accept the creator terms. You will need to scroll to the bottom of the terms before the accept button turns on.
Then accept the Founding Creator Beta Addendum, the short agreement that covers the closed beta: pre-release software, keeping your own copies, no real money during the beta, and what we ask of you in return. Same drill, scroll to the bottom and check the box. Your invite email links the full text if you want to read it first.
Next comes the adult-content attestation. Every creator sees this step, whatever your work is: sign it, decline it, or pick "later" and move on. It never blocks you, and it is not a permanent decision.
Your Studio is the publishing identity your projects live under. It is created for you automatically, with a name and a URL slug generated from your account. Both are editable, and so is the attestation if you deferred it, in Studio then Profile. The auto-generated slug is functional rather than pretty, so it is worth a minute there.
3. Start your first project (2 min)
The create flow first asks which kind of project you are making:
- Vizno Ren'Py - bring a Ren'Py game in with Import Ren'Py: Vizno keeps your own scripts, compiles them with Ren'Py and runs the game in the browser. New project here starts from Vee's guided tour of the Ren'Py basics.
- Vizno Native - write in Vizno's own format: New project starts from a blank canvas or a sample, and Import .vizno opens a
.viznopackage you exported from Vizno.
A new Vizno Native project asks for a working title, a starting point (Blank or Basic Sample), and which front it publishes to. A .vizno package fills both in from the package itself.
"Publishes to" is the front your project lands on: Vizno for General and Mature work, Uncut for anything sexually explicit (an Adult rating always means Uncut). It defaults to Vizno, and you can move a project between fronts later in its settings. Moving from Vizno to Uncut asks you to confirm; an Adult project cannot be submitted for review until it is on Uncut, and cannot move back to Vizno once submitted.
4. Import your Ren'Py game and play it (10-20 min, mostly upload time)
Choose Vizno Ren'Py, then Import Ren'Py. Zip your game folder, the one containing game/ with your .rpy scripts and assets, and upload it; up to 25 GB is fine. Once the upload lands, you can close the dialog and the import keeps working on its own - your project's card on the Projects page shows live progress (Studio home shows the current step), and you are free to look around while it runs.
After the build, the card reads Checking your game while Vizno starts the game once to make sure it runs, then it lights up Import complete. Click it and you land on your project's welcome page, where the first thing waiting is a Play button. Press it. That is your game, running in a browser tab, with nothing installed - the thing Ren'Py distribution never gave you. Take the moment; you earned it.
(If the import fails or fights you, don't burn your hour on it - ask in #beta-support or send us the project, and we'll run it for you within 2 business days and send a short recorded walkthrough. Then pick up at step 5.)
5. Open the Forge (15 min)
The welcome page's other big button is Open Forge. For a Ren'Py game, Forge shows your own scripts beside the running game: change a line, save, and watch the game follow. Your first hour with your Ren'Py game covers Forge, the listing and uploading new versions. In a Vizno Native project, Forge is the Folio editor: your scenes on a timeline, a live preview, and inspectors for dialogue, sprites, backdrops, choices, and branching, with Aldus, the built-in assistant, for structural work such as rewiring jumps, variables, and choices. Either way, start by changing a line or two, just to feel how directly it responds.
Curious what came over?
For a Ren'Py game, Versions in your project's menu shows every upload with its files, what changed, whether readers' saves carry over and anything worth checking. Older Vizno Native imports have a migration report instead - the last link in the project's menu - which maps what carried over and what was approximated, scene by scene. Reading either is optional; nothing in them blocks you, and nothing in them is a task list.
When you are ready to show someone
Hit Share in the Launch menu at the right-hand end of the Forge top bar to get a stable link at /s/... that any signed-in Vizno account can play in the browser. During the beta that means the founding cohort and staff. Nothing is published or listed, and the link stays under your control: Stop sharing kills it, and Reset link swaps it for a fresh one. Links quietly expire 10 days after your last share, and sharing again renews them. No rush on this one - it will be there when your game is. Share links belong to Vizno Native projects; Vizno Ren'Py games do not have them yet.
Where to get help
Ask the docs bot with /ask in Discord, or use the Help button in the studio. Anything broken or confusing goes in #beta-support. During the beta no question is too small, because the questions are the product feedback.
What "done" looks like for the beta
Your game imported and playing in the browser, polished in the Forge, and marked publish-ready with title, summary, cover art, content rating and tags all set.