Templates
Nine complete, playable games, one per mode plus a dinosaur hunt and a pirate cove: what each one demonstrates, how they upgrade with the library and how to remix them.
A template is a finished game: terrain, assets, entities, settings and sometimes rules and variables. It is the fastest starting point, and the best way to see how a mode fits together. All of them are playable as they are on the platform.
Ridge Circuit
Sky Steps
Outpost Pad
Canyon Dash
Quiet Island
Two Banners
Last Gate
Fern Valley Hunt
Pirate CoveThe nine games
These are the nine cards under Start from a game, on the studio’s entry screen.
| Template | Mode | ID | What it demonstrates |
|---|---|---|---|
| Ridge Circuit | Race | tpl-race | A circuit painted on the terrain, 3 laps, 3 bots, numbered checkpoints, boost pads and coins. |
| Sky Steps | Platformer | tpl-platformer | Terraces, spikes, checkpoints, bounce pads, a moving platform with a path, 12 coins required, 3 lives. |
| Outpost Pad | Arena | tpl-arena | 5 waves, spawn points in a ring, crates as cover; dressed as a space outpost by the library. |
| Canyon Dash | Runner | tpl-runner | 3 lanes, crates and spikes, boosts, realistic rendering under a neon sky and fog. |
| Quiet Island | Explore | tpl-explore | An island with water, signs, an NPC, a door and key, a trigger chest, lanterns, 2 variables, 3 rules and a HUD. |
| Two Banners | Capture the flag | tpl-ctf | A valley split by a river and three bridges, two bases, two flags, 3 blue bots, win at 3 captures. |
| Last Gate | Tower defense | tpl-tower | A winding road of 10 waypoints, a gate to defend, 4 starting turrets, 8 waves. |
| Fern Valley Hunt | Arena | tpl-hunt | Prehistoric arena: 2 raptor spawners, a guarding T-rex, prehistoric mood, a kills variable and 2 rules. |
| Pirate Cove | Explore | tpl-cove | The explore island at sunset: a galleon, doubloons, the captain’s key, a treasure chest, realistic render and dark water. |
In one sentence
- Ridge Circuit
- Three laps around the ridge. Grass is slow, asphalt is fast, the blue pads are faster.
- Sky Steps
- Climb the terraces, collect the coins, stomp the blobs, reach the flag.
- Outpost Pad
- Five waves on a frontier landing pad. Drones come over the rim, the containers give cover, coins repair your suit.
- Canyon Dash
- Three lanes, crates and spikes, and it never slows down.
- Quiet Island
- An island with signs to read and coins to find. No timer, no lives, just a walk.
- Two Banners
- Red against blue on a river valley. Grab their flag, run it home, three captures win.
- Last Gate
- Eight waves march the winding road to your gate. Build turrets on the grass, hold the line.
- Fern Valley Hunt
- A prehistoric valley at dawn. Raptors come out of the ferns, the T-rex guards the nests.
- Pirate Cove
- A galleon at anchor, a cove at sunset. Gather the doubloons, find the captain’s key, open the treasure.
Template logic
Two templates ship with rules and variables, and serve as reference examples.
Quiet Island
A welcome message at start, a found counter shown in the HUD, and a “Dusk falls” rule: at 90 s, if fewer than 6 items were found, the mood switches to sunset. The NPC says where the camp key fell, which opens the gate.
"vars": [
{ "name": "found", "type": "number", "value": 0, "scope": "global" },
{ "name": "dusk", "type": "boolean", "value": false, "scope": "global" }
],
"gameRules": [
{ "id": "x1", "name": "Welcome", "enabled": true, "once": true, "event": { "on": "start" }, "conditions": [],
"actions": [{ "type": "hud", "text": "Find the camp key. The villager knows where it fell." }] },
{ "id": "x2", "name": "Count coins", "enabled": true, "once": false, "event": { "on": "pickup", "tag": "*" }, "conditions": [],
"actions": [{ "type": "addVar", "name": "found", "value": 1 }] },
{ "id": "x3", "name": "Dusk falls", "enabled": true, "once": true, "event": { "on": "time", "atLeast": 90 },
"conditions": [{ "name": "found", "op": "<", "value": 6 }],
"actions": [{ "type": "mood", "preset": "sunset" }, { "type": "setVar", "name": "dusk", "value": true },
{ "type": "message", "text": "The sun is going down. Hurry." }] }
],
"hud": { "vars": ["found"] }Fern Valley Hunt
Built from the arena: regenerated relief, faster enemies tagged raptor, two nests (spawner tagged nest), a kills variable incremented on every kill, and a rule granting 500 points on the tenth raptor.
"gameRules": [
{ "id": "r1", "name": "Count kills", "enabled": true, "once": false, "event": { "on": "kill", "tag": "*" }, "conditions": [],
"actions": [{ "type": "addVar", "name": "kills", "value": 1 }] },
{ "id": "r2", "name": "Ten down", "enabled": true, "once": true, "event": { "on": "variable", "name": "kills" },
"conditions": [{ "name": "kills", "op": ">=", "value": 10 }],
"actions": [{ "type": "message", "text": "Ten raptors down. The valley is quieter." }, { "type": "score", "value": 500 }] }
]Library upgrade
Templates are written with the engine’s procedural assets (voxel and primitives), so they always work. When opened they are upgraded: the hero, the enemies and a few props are swapped for real models from the library, and assets no longer used are dropped.
| Template | What changes |
|---|---|
| Fern Valley Hunt | Knight, velociraptors, a guarding T-rex (12 HP), ferns, a jungle ring, dinosaur herds at the edge. |
| Outpost Pad | Astronaut, enemy robots, containers, turrets and space modules around the pad. |
| Quiet Island | A hooded rogue, a mage as the NPC, sheep, real trees and pines. |
| Two Banners | Barbarian against skeletons. |
| Last Gate | Skeletons on the road. |
| Sky Steps | Kenney platformer character. |
| All but race and runner | The coin becomes a real coin model. |
Starting from a template
Open the studio
From the Templates page, or on the studio’s entry screen with Start from a game. The/studio?template=<mode>link does the same;/studio?template=huntand?template=coveopen the two showcases.Edit freely
The template becomes your project, opened on the Map step. Nothing ties you to the original: go to Test to play it, to Cast to change the characters.Or start from a map, or from scratch
A starting map gives you a world with no gameplay; a blank project keeps the chosen mode with flat terrain, a player start, a dozen basic assets and default settings.
Remixing a published game
Any published game can be remixed: /studio?remix=<id> downloads its document, migrates it to the current format and opens it as a new project titled “… remix”. When the original has an on-chain id, the remix keeps meta.remixOf, shown on the game page once published.
Templates and rewards
tpl-*, creator “sandbox”) so the gallery is never empty. Their plays never count toward rewards. A game you publish from a template counts normally.