IMS Creators Year in Review: From Interface Beauty to Living Dialogues
Hello everyone! New Year is TOMORROW! We’ve been working non-stop all year, releasing over 20 major updates. We started with visual improvements and ended with powerful scripting and level design tools. Let's remember how it was!
โ๏ธ Winter: Foundation and Aesthetics
The year began with bringing beauty and laying important bricks.
January: Updated the design (light menu theme) and improved diagrams.
February: Introduced Dialogues – the first step towards our script editor. Added task watchers and Undo/Redo for blocks.
๐ฑ Spring: Expanding Horizons
In spring, we focused on integrations, export, and data convenience.
March: Added the long-awaited PDF export and project menu customization.
April: Rebooted the task interface (boards, filters, quick start) and introduced Scripts with variables and branching. Launched Parameter Synchronization with local files.
May: "Powered up" tables (like in Excel), introduced Collections and Markdown export. For developers, added flexible CSV and JSON export (for Unity, Unreal Engine, Godot and other engines).
โ๏ธ Summer: Depth and New Entities
In summer, we presented fundamental changes to the GDD structure and project management.
June: Enlivened communication – block comments and change indication appeared.
July: A month of major releases!
- New base type "Game Object" with built-in localization.
- Updated text editor.
- "Game Mechanic" type.
- Progress Tracking system (auto-calculation of readiness) and Milestone Planning.
- Level Editor (world creation).
๐ Autumn: Precision and Intelligence
In autumn, we honed planning and navigation tools.
September: Improved collections and tables. Implemented nd-to-end readiness calculation (tasks affect element progress) and precise properties panel in the level editor.
October: Introduced Smart Search (filtering by types and properties) and visual planning. Added Task Import from other systems.
๐จ Winter: Living Stories and Collaboration
The culmination of the year – from bringing scripts to life to public profiles.
December: Showering with gifts!
- Launched Presentation Mode and Debug Mode for dialogues. Now scripts can be tested right in the editor as a visual novel!
- Flexible task columns + New Enum/Structure Editor – custom boards, convenient enum editor.
- Left Menu Secrets + Grouping in Level Editor – fast element navigator, collection filters.
- Author Pages – public profiles with avatars for teams and the community.
Key Achievements of the Year
- Full pipeline: From idea (GDD) -> to planning (Tasks/Milestones) -> to implementation (Export/Sync).
- New editors: Levels, Scripts, Tables – everything became more powerful.
- Flexibility: Customizable base object structures, custom exports, smart filters.
Thank you for being with us this year! Even more grand plans await us next year. ๐
Grand Plans
Speaking of which, here is what we plan to release in 2026:
- IMS Creators Desktop Version – with it, you will be able to work with project documentation locally and offline.
- Ready-made integration modules for Unity, Unreal Engine, Godot – they will handle loading data from the system into your project.
- Integration with AI models – the ability to connect an external neural network for text and image generation (where would we be without this nowadays?). This will be completely optional and based on a “bring your own API key” model. We ourselves have never used and do not plan to use your data to train any neural networks.
- Formulas in the editor – you will be able to define not only specific values (e.g., damage) but also write formulas for how this value depends on other variables.
- Balance Tables – a special new element type that will work and feel just like Excel, but will allow you to work directly with the game object data you enter into the system.
- Charts based on table data – it will be possible to easily and visually plot graphs of variable dependencies.
- Graph creation block – a special type of block that will simplify the creation of character skill/tech development trees, description of plot branching, and state machines for NPCs.
- Localization Panel – we will bring together the localization blocks of individual game objects into one place
- ...as well as other improvements based on your feedback. We greatly appreciate your support and are always happy when you share your vision for the system's development and highlight its bottlenecks.
Our system will remain free for indie teams. We're indie ourselves and know how difficult it is to start, grow a team, and produce your first project. And for established studios and those who want to support us, we've prepared a special New Year's promo code for a 30% discount on the annual PRO plan: HAPPY2026. Valid until January 19, 2026๐
Happy New Year 2026, friends! ๐May the new year bring you a sea of โโinspiration for creating unique worlds, and may bugs bypass your projects. We wish every idea you write in IMS Creators turns into a successful release and finds its fans.
Create, dream, and reach new levels with us. See you in the new year!