Short guides, from the first asset to the published game.
01
Getting started
Three ways in, six steps, saved as you go.
- 1Three ways in: a complete game to take apart, a starting map to people, or an empty project.
- 2Six steps, in this order: Map, Cast, Build, Rules, Test, Publish. The top bar shows where you are and what is left to do.
- 3Everything saves in the browser from the moment you create a project. Export a .sandbox.json to move one.
02
Pick or sculpt a map
Starting maps, terrain, water, sky, moods.
- 1Map step: eight starting maps (island, valley, canyon, arena, archipelago, tundra, void, flat), or sculpt with Raise, Lower, Flatten, Smooth and Paint.
- 2Sky, hour, fog, weather and water are set in the same place, with ready-made moods.
- 3Changing the starting map keeps your entities and drops them back onto the new ground.
03
Cast your characters
Hero, enemies, NPCs, spawners, animations.
- 1Cast step: the hero, the enemies, the NPCs and the spawners, each on its own row, with behaviour, speed and hit points.
- 2Pick an animated character from the library, or model your own: it comes back ready to place on the map.
- 3Animations are read by name (walk, idle, jump, hit, attack); a character without clips can borrow another skeleton’s.
04
Rules and variables
Events, conditions, actions, HUD, win and lose.
- 1A rule = an event (touch, press E, timer, variable change, entity death, game start) + conditions + actions.
- 2Variables are global, per player or per object: number, boolean, text.
- 3The HUD shows score, timer, health and messages; the game mode and the win conditions live in the same step.
05
Model inside Sandbox
Primitives, voxel, materials, export.
- 1Asset editor, opened from Cast or Build: voxel, primitives, import, animation, then back to the step you came from.
- 2Voxel: a grid up to 64³, eight tools, mirror X, parts that become bones. Build: PBR primitives, W E R gizmo, booleans, extrude, bevel.
- 3Cmd K opens search: type a name, Enter adds the asset and arms placement.
06
Publish a game
Cover, title, transaction, game page, rewards.
- 1Publish step: title, description, cover rendered from the game, and the list of what is still missing.
- 2With the contract deployed, one transaction writes the document hash to the registry. Otherwise a signature is enough (draft registry).
- 3Every play counts toward the current 24 hours; the most played maps share the vault.