# Your first game

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.png`**
> The `/create` editor 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.png`**
> The 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.png`**
> The 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](/docs/expressions) and [Plugins](/docs/plugins).

If a step in the rail confused you, [The editor](/docs/editor) explains all fifteen.
