Learn

Short guides, from the first asset to the published game.

01

Getting started

Three ways in, six steps, saved as you go.

  1. 1Three ways in: a complete game to take apart, a starting map to people, or an empty project.
  2. 2Six steps, in this order: Map, Cast, Build, Rules, Test, Publish. The top bar shows where you are and what is left to do.
  3. 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.

  1. 1Map step: eight starting maps (island, valley, canyon, arena, archipelago, tundra, void, flat), or sculpt with Raise, Lower, Flatten, Smooth and Paint.
  2. 2Sky, hour, fog, weather and water are set in the same place, with ready-made moods.
  3. 3Changing the starting map keeps your entities and drops them back onto the new ground.
03

Cast your characters

Hero, enemies, NPCs, spawners, animations.

  1. 1Cast step: the hero, the enemies, the NPCs and the spawners, each on its own row, with behaviour, speed and hit points.
  2. 2Pick an animated character from the library, or model your own: it comes back ready to place on the map.
  3. 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.

  1. 1A rule = an event (touch, press E, timer, variable change, entity death, game start) + conditions + actions.
  2. 2Variables are global, per player or per object: number, boolean, text.
  3. 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.

  1. 1Asset editor, opened from Cast or Build: voxel, primitives, import, animation, then back to the step you came from.
  2. 2Voxel: a grid up to 64³, eight tools, mirror X, parts that become bones. Build: PBR primitives, W E R gizmo, booleans, extrude, bevel.
  3. 3Cmd K opens search: type a name, Enter adds the asset and arms placement.
06

Publish a game

Cover, title, transaction, game page, rewards.

  1. 1Publish step: title, description, cover rendered from the game, and the list of what is still missing.
  2. 2With the contract deployed, one transaction writes the document hash to the registry. Otherwise a signature is enough (draft registry).
  3. 3Every play counts toward the current 24 hours; the most played maps share the vault.
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