Build a playable world from a single prompt, then tune it. This guide walks the world creator end to end and explains every setting — especially the ones in Advanced view, where the option density is highest.Build a playable world from a single prompt, then tune it. This guide walks the world creator end to end and explains every setting — especially the ones in Advanced view, where the option density is highest.
#Before you start
You create worlds at Create → World (/app/create/world). The only required field is the prompt; everything else has a sensible default. Prompts must be at least a short sentence — a one-word prompt is rejected so the compiler has something real to work with.
Generating a world spends credits (free accounts get 500 starter credits). The base compile is cheap; the optional generation passes in Advanced are what add cost, and each one shows its price next to the toggle.
#Step 1 — Describe your world
The hero at the top is where the world takes shape:
- Prompt — a free-text description of the world you want. This is the single most important input. See Writing great prompts for how to get more out of it.
- World title and tagline — optional; the compiler infers them from your prompt if you leave them blank.
- Visibility — Private (only you) or Public (listed for others to play). You can change this later.
- Genre chips — optional tags that steer the compiler and help players find your world.
#Step 2 — Configure
The Configure tab holds the structural choices. Open the "How these settings work" panel at the top of the tab for a quick reference, or read on.
#Game mode
Three modes, each shaping how the world plays:
- Campaign — a guided story world with goals and progression.
- Sandbox — open-ended play with no fixed objectives.
- Character — a character-focused chat experience.
Pick Campaign for a structured, playable game.
#Session length
A pacing hint for how long a typical sitting runs:
- Quick — 5-10 minutes. Bite-sized scenes.
- Short — 15-30 minutes. A focused session.
- Standard — 30-60 minutes. A full chapter.
- Long — 1-2 hours. A deep dive.
- Epic — multi-session campaigns.
#Tabletop default
When on, sessions launch in tabletop (TTRPG) mode — dice, a character sheet, and a game master — by default. Players can still switch.
#Mechanics
Toggle the systems your world supports. Each enabled mechanic adds matching UI, prompts, and runtime behavior; leave one off if your story does not need it.
#Content policy
The maturity ceiling for everything generated and played in this world:
- Safe — family-friendly. No mature themes.
- Standard — mild violence and themes.
- Mature (18+) — graphic violence, dark themes, R-rated fiction.
- Private (18+) — explicit; private only, never published.
Your account plan caps how high you can set this.
#Step 3 — Tone & genre
The Tone tab steers the narrator's voice with four sliders. They blend — a high-humor, high-darkness world reads as gallows comedy. Watch the preview update as you move them.
- Humor — Serious to Comedic.
- Darkness — Light to Grim.
- Formality — Casual to Formal.
- Intensity — Relaxed to Intense.
Below the sliders, the genre template picker offers starting points tuned for specific kinds of play; you can filter them by hardware.
#Step 4 — Advanced (optional)
The Advanced tab is where the option density is highest, so its "How these settings work" panel is open by default. You can ship a great world without touching anything here.
#Family settings
Engine-specific knobs that appear based on your world's family. For roguelikes, for example: hub town, dungeon generation, combat style, and permadeath.
#Generation options — what to auto-generate at compile time
Each toggle controls a content pass that runs after the world compiles, and shows its credit cost. Generated content streams in while you play — you are not blocked waiting for it.
#Step 5 — Generate & play
Click Generate World. The compiler builds the world's identity, regions, factions, NPCs, lore, tone, and mechanics, then drops you into the lobby. The art and reference passes you enabled in Advanced keep running in the background and appear as they finish — cover art, portraits, lore sections, and the rest.
Game assets generated during the build (sprites, tiles, music, SFX, voices) are tagged and saved to the platform asset catalog. On the Free plan they publish to the shared public catalog, where other creators' games can reuse them. Paid plans choose: per-asset toggles, a per-game "keep this game's assets private" switch in the Studio, and an account-wide default in Settings.
#Editing after compile
Every field is editable after the fact in Creator Studio, including ones the world creator does not expose. Regenerate art, rewrite NPCs, retune tone, add scenes, and more.
Every field, editable
#See also
- Writing great prompts — the input that matters most.
- Create a character — build a single character instead of a full world.
- Creator Studio — fine-tune everything after compiling.