FAQ
Answers to common questions about Sandbox: projects, models, licences, cost, token, the wallet needed to play, publishing, rewards, browsers, mobile and engine limits.
The questions we hear most, grouped by theme. If yours is missing, the glossary and search (Ctrl K) cover the rest.
Getting started
Do I need to install anything?
No. The studio, the engine and the games run entirely in the browser. Open the studio, start from a game, from a map or from nothing at all, and the six steps take you to publication. See The six steps.
How much does it cost?
Creating, testing, exporting and playing are free. Two things need the $SANDBOX token once it is live: publishing (you must hold 1,000) and AI 3D generation, paid per generation, from 40 $SANDBOX. See The $SANDBOX token.
Do I need a wallet to play?
Yes, for published games: on /play/<id> and in the mini-games on the home page, a Connect wallet to play button replaces Play until a wallet is connected. It is the anti-bot rule that makes play counts meaningful, since play counts are what pay creators. Connecting costs nothing, sends no transaction and needs no tokens. The studio’s Test step stays open with no wallet. See Playing and leaderboards.
Can games run fullscreen?
Yes: the button at the top right of the game frame takes the game and its HUD fullscreen, and Esc (or the same button) leaves it. It works both on a game page and on the studio’s Test step.
Which browsers are supported?
Any recent browser with WebGL and hardware acceleration: Chrome, Edge, Firefox, Safari. If the browser refuses a WebGL context (blocklisted GPU, WebGL disabled), the 3D view shows a notice instead of the game; reload the page or enable hardware acceleration.
Can I use Sandbox on mobile?
The site and the library work on a phone. The studio is built for a large screen: on mobile, panels sit below the 3D view. Game mode controls are designed for keyboard and mouse.
Projects and files
Where are my projects saved?
In this browser’s local storage, automatically (and on demand with Ctrl S). They do not leave your machine until you publish. Clearing the site’s data therefore erases your projects: export a .sandbox.json regularly.
How do I move a project to another computer?
Export the .sandbox.json from the Publish step (or the Projects menu), then import it from the studio’s entry screen on the other machine. See Project files.
Can I use my own models?
Yes: GLB, glTF, FBX, OBJ, STL and VOX (MagicaVoxel). Animations inside a GLB or FBX play as they are, and a character without animation can borrow the clips of another skeleton. See Importing models.
Who owns what I make?
You do. A game is a JSON file you can export at any time, and every asset exports to GLB, glTF, OBJ, STL or USDZ.
Are library assets free to use?
Yes. Only CC0, CC-BY and MIT assets are published, and almost all of them are CC0. Those that require attribution are flagged and listed on the Credits page. See Asset library.
Engine and limits
What are the limits of a game?
A document holds at most 96 assets and 3,000 entities, on a terrain of at most 256×256 cells. An imported model weighs 12 MB at most, a built asset has 400 primitives at most. See Scene format.
My game is slow, what can I do?
Heavy models are the first cause: prefer library models, already optimised (WebP textures, simplified meshes), over very detailed imports. Reduce the number of animated entities, turn off SSAO or bloom in post-processing, and keep the terrain sized to the game.
Is there multiplayer?
Not yet. Games are single-player, with bots and enemies driven by the engine. The format already has settings.players and settings.teams, and game state is serialisable, but networking is not wired.
Can I write code?
Yes, in JavaScript, in the Scripts panel of the Rules step. Scripts run in an isolated Web Worker, with no access to the page or the network. See Scripting and Sandbox and limits.
AI generation
Is AI 3D generation available?
It opens when the token launches. Each generation is paid in $SANDBOX through a transfer checked on-chain: 40 for text to 3D, 60 for image to 3D, +30 for high quality, +40 for rigging. See AI 3D generation.
Does a generated model behave like the others?
Yes. The GLB is copied into Sandbox storage and added to the project like a library model: it is placed, animated (when rigged) and exported the same way.
Publishing
The token is not live: what works already?
Almost everything: the full studio, the library, import, export, templates, playing and boards. Publishing is open with no token threshold while the token does not exist, and plays are already counted per 24-hour epoch. Only paid AI generation and reward payouts wait for the launch.
What is the draft registry?
The Sandbox.sol contract is written and tested but not deployed yet. Meanwhile, publishing means signing your game’s hash with your wallet; the platform checks the signature and lists the game with a d-… id. Once the contract is deployed, publishing goes through a publish transaction.
Can I update a published game?
Yes, from the same project: the Publish step then offers “Publish an update”. With the contract deployed, it is an update call on the same id and the version goes up. In the draft registry, the id derives from the hash: a changed document is listed as a new entry.
Can I remix someone’s game?
Yes. The Remix button on a game page opens a copy in your studio, titled “… remix”. The remix keeps track of the original game (meta.remixOf), shown on its page.
Can I take a game down?
The contract provides setHidden, callable by the creator or the contract owner: a hidden game no longer receives tips. The hash already written on-chain stays. You can also transfer a game to another wallet with transferGame. See The Sandbox.sol contract.
Rewards
How do creators earn?
Every token trade pays a fee; the creator share accrues in the Sandbox contract’s vault. Every 24 hours, the vault’s balance is split between the day’s most played games, pro rata to their weight, which is computed from plays. Players can also tip, and 100 % of a tip goes to the creator.
When do I get paid?
Every day: when a 24-hour epoch closes, the operator posts the weights with settle. Your share then becomes claimable with claim, on its own or together with earlier days’; it stays available for 90 days, after which unclaimed shares return to the treasury. See Epoch rewards.
What stops cheating?
Playing a published game needs a connected wallet first: to manufacture plays you have to manufacture wallets. Then rewards use play counts, capped at 10 per wallet per 24-hour epoch, not scores. Anonymous plays count a tenth and their total is capped at 20 % of the signed weight. Plays are timestamped and signed, and the token threshold makes mass publishing expensive. Templates never count.