Your first game
From an empty editor to something playable, in about ten minutes and no code.
This walks the whole path once. You will not write a rule, and you will end with a game you can play and share.
1. Open the editor
Go to Create in the top nav. You land on Setup, the first of fifteen steps listed down the left side.
Image:
docs/editor-setup-empty.pngThe/createeditor on a fresh game, showing the step rail on the left with Setup highlighted, the empty Setup form in the middle, and the Prompt panel on the right. Full window width so the three regions are all visible at once.
2. Describe the game
Ignore the form for a moment and go to the Prompt panel. Type what you want in plain language:
A haunted fishing village on a cold coast. The fish have stopped coming. Something in the water is why.
The panel writes the setting, the tone and the opening situation into Setup for you. You can keep going in the same conversation:
Add three families who blame each other for the curse
Give the harbour a lighthouse nobody will go into
Each request is applied to the game as an edit you can see and undo. The panel remembers what you already asked for, so "make the youngest brother the one who knows" works as a follow-up.
Image:
docs/prompt-panel-conversation.pngThe Prompt panel mid-conversation: two or three user requests and the assistant's replies, with an applied-change summary visible under one of them. Cropped to just the panel.
3. Let it fill the world
Move down the step rail. On Locations, Characters and Items, ask the panel for what you want rather than typing rows by hand:
Six locations around the village, including the lighthouse and a flooded net-shed
A harbourmaster who is lying about the tides
When a request would touch a lot of the game, the panel shows you a plan first — what it intends to change and how much — and waits. Read it. That is the cheapest moment to catch "I meant six locations, not sixty."
4. Give the player somewhere to start
On Story, set the opening — where the party begins and what is happening as the game starts. This is the one thing worth writing yourself even if you prompt everything else: it is the first thing a player reads.
5. Finalize
The Finalize step checks the game holds together — that everything referenced exists, that the starting location is real — and then publishes it. From there you get a link, and the game is playable.
Image:
docs/finalize-step.pngThe Finalize step showing the validation summary with all checks passing, and the publish control.
What to read next
You now have a game the AI wrote. When you want it to do something the AI cannot invent — a resource that drains, a disease that spreads, a door that only opens at night — that is Expressions and Plugins.
If a step in the rail confused you, The editor explains all fifteen.