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Make a game · look up any line

Write words. This is how.

Everything VXLVERSE can do, on one page — for the person making a game and for the teacher running the lesson. You write a short story in plain words — a Character "Mara": who can say things, an Enemy, a way to Win — and a real 3D game builds live as you type. Every command below comes with a plain example you can look up while you work. New here? See how VXLVERSE compares →

Never made a game before?
Make your first game

Six tiny steps. We say what to type, you watch it show up in your game. No sign-in, nothing to install.

Start the six steps →

About two minutes. Read them here first →

Start here

A whole game, five lines long. You write a line and the thing it names shows up in the world — that is the entire idea.

World "beach":
  Character "Mara":
    say Hi! Bring me the lost crown and you're a hero!
  item 👑 crown
Win when: player has 👑 crown
What you see
  • World "beach":sand, sea and sky — the whole ground changes
  • Character "Mara":a person standing there, waiting to talk
  • say Hi! Bring me the lost crown…she says it out loud when you walk up and press E
  • item 👑 crowna crown lying somewhere you can walk to
  • Win when: player has 👑 crownpick the crown up and you win

Your first game, step by step

The same six steps the studio walks you through. Each one adds one line, and the buttons put it in for you.

Start the six steps in the studio → No sign-in, nothing to install. About two minutes.
1
Play it — open it →

Open the studio. A game is already waiting there. Press ▶ and walk around with the arrow keys.

2
Pick your place

Tap a place — Beach, Snow, Volcano, Jungle, Moon or Candy. The tap writes the line for you.

World "Beach":

the whole ground changes: sand, sea and sky

3
Name your hero

The word Hero is already picked out for you. Type your own name over it.

Character "Lila":

the name on the sign above her head changes

4
Make her talk

Click after say and put in your own words. Then walk up to her and press E.

Character "Lila":
  say Hi! I lost my star.

she says your words in a speech bubble

5
Give her a job

Tap the wants: star button. Now the player has something to do.

  wants: star

a star drops into your world — go and find it

6
Win the game

Tap the Win when: button. One more line, and your game can be won.

Win when: player has star

grab the star and the win screen comes up

The six steps leave you with this — open it in the studio →

World "Beach":

Character "Lila":
  say Hi! I lost my star.
  wants: star

Win when: player has star

How it works

Three steps, that’s the whole thing.

1
Write readable lines
Plain English, indented to show what belongs to what. No syntax to memorise.
2
Watch it build live
A real 3D game rebuilds on every keystroke. Press ▶ Play to jump in.
3
Share a link
Every game gets a URL. Send it — anyone plays your 3D game in the browser, no install.

Three kinds of game

Every game starts the same way — one line picks the kind. Story is the default; no Mode line needed.

Storythe default — no Mode line

Worlds, characters who talk and remember you, choices, quests, treasure and a win.

BattleMode: waves

Fight wave after wave of your enemies to a boss finale — melee, guns and spells.

ParkourMode: parkour

A floating-platform jump course auto-built from your title. Leap to the goal.

What your game can do

Not a toy — every game ships with real mechanics, no plugins or setup.

Dialogue & choices
NPCs talk in typewriter pages and offer branching choices you write.
Melee, guns & spells
Swords, hammers, pistols, blasters — plus Fireball, Thunder and Blizzard, free.
Bosses
Turn any enemy into a boss with telegraphed attacks, HP phases and its own bar.
Ally squads
Companions who follow you and fight — up to a squad of 20.
Relationships
Characters remember how you treat them and can join you — or turn hostile.
Quests & items
Fetch quests, multi-step quest chains, gifts, usable potions and ammo, hidden loot.
Connected worlds
Up to 6 worlds, auto-linked with portals you step through — or win by reaching one.
Enemy tiers 1–50
From a grunt to a bullet-sponge apex — set exactly how tough each foe is.
Timers & escorts
Survive a countdown, race a clock, or defend an ally to win — tension built in.

Run it as a 45-minute lesson

One lesson is all it takes: your students write, their games build, the whole class plays. It fits comfortably in 45 minutes, works on any locked-down school Chromebook, and needs no student accounts.

1
Students write a story
Plain words, any language — “A puppy is lost in the snow…”. No code, no accounts to create, nothing to install.
2
It builds live — provably finishable
A real 3D game rebuilds as they type, and the compiler PROVES every game can be finished. No student ever hands in a broken game.
3
The class plays each other’s games
Every game lands in your private class gallery — put it on the projector and let the room play. Class games stay out of the public feed.
What you need
  • A web browser — school Chromebooks are plenty
  • A free class code from vxlverse.com/class — students join with it, no accounts
  • Nothing installed, nothing to update
The student handbook

Every line you can write

The look-it-up part — when a student mid-lesson asks “how do I make a boss?”, the answer is here. Grouped by what you're building, each command with a plain description and a tiny example — and the ▶ links open the example straight in the studio, live.

Story, ending & winning

Set the name, the opening narration, the win-screen text and (optionally) a global win rule. These go at the very TOP of your game.

Title: The Lost Puppy
A name for your game — shown on the win screen.
Goal: Bring the bone to Pip
A one-line hint the player always sees, so they know what to do.
Story: A dragon woke in the cave.
A line of opening narration before the game starts. Stack several. No quotes — the text is the rest of the line.
Ending: You saved the village! 🎉
The text shown on the win screen.
Ending "good": … + win good
MULTIPLE endings: name several Ending lines, then finish a branch with `win <name>` — whichever the player reaches decides the win-screen text.
Ending "good": The city is saved!
Ending "bad": The dragon won...

Character "King":
  if choice is "Fight":
    win good
  if choice is "Flee":
    win bad
▶ Try it in the studio
Win when: defeat all
An optional global win rule. See “Winning & losing” for every form.
also written astitle · goal · story / intro · ending / outro / finale · win when / win if

Worlds

Where your game happens. Optional — a game works without one. Write 2+ worlds and they auto-connect with a portal. Characters, enemies and items written under a World live there.

World "Forest":
A scene. Pick a name — or any English/Greek phrase like “Spooky Castle” maps to the closest world. Up to 6 worlds.
World "Snow":
  Character "Yeti":
    say Brrr! Welcome to the peak!
▶ Try it in the studio
in: dungeon
Put ONE character in a specific world (instead of indenting under it).
Character "Guard":
  in: dungeon
▶ Try it in the studio
music: horror
A mood just for THIS world — stepping through its portal switches the soundtrack (the top-level Music: plays everywhere else).
World "cemetery":
  music: horror
▶ Try it in the studio
natureforest · jungle · autumn · savanna
gentle & brightsakura · meadow
dusktwilight
frozensnow · tundra
drydesert · canyon · badlands
coast & waterbeach · reef · swamp
hostilevolcano · cemetery
mysticcrystal · mushroom · candy · moon
urban & indoorscity-day · city-night · dungeon · house
good to knowdungeon + house are indoor rooms · cemetery/volcano/city-night/dungeon/crystal/mushroom are dark · house is peaceful (no combat)

Characters & talking

People the player walks up to (press E) and talks with. Everything a character does is indented 2 spaces under it. Up to 24 characters.

Character "Mara":
Adds someone to talk to. Put their looks, lines and choices on the lines below, each indented 2 spaces.
Character "Mara":
  say Hi, I'm Mara!
▶ Try it in the studio
say Welcome!
A line the character speaks. Quotes optional. Stack several for more pages (up to 12).
Character "Mara":
  say Welcome!
  say Pick a door.
▶ Try it in the studio
also written ascharacter · char · npc · person · hero

How a character looks

Style a character’s gender, hair, clothes and skin — each on its own line under the character. Unknown colours just stay random.

gender: girl
Make the character a girl or a boy (girl · boy · man · woman).
Character "Mara":
  gender: girl
▶ Try it in the studio
hair: long blonde
Hair colour. Write “long” before the colour for long hair.
hair: long brown
wears: red
Shirt colour (also written “clothes:”).
wears: blue
dress: purple
Give them a dress in this colour (also makes the character a girl).
dress: pink
pants: navy
Trouser colour.
pants: black
skin: tan
Skin tone (pale · fair · medium · olive · tan · brown · dark).
skin: olive
hairblack · brown · blonde · red / ginger · grey / silver · white · blue · pink · purple · green
clothesred · blue · navy · green · yellow · orange · purple · pink · black · white · grey · brown · teal · cyan · gold · maroon

Choices & branching

Let the PLAYER decide. Indent what happens 2 more spaces under the choice. Up to 3 choices per menu.

if choice is "Help them":
A tappable button. The indented lines run if they pick it.
Character "Guard":
  if choice is "🟥 Red door":
    say Fire room! You win!
    win
  if choice is "🟦 Blue door":
    say Treasure! You win!
    win
▶ Try it in the studio
else:
The other branch of the gate right above it.
if player has key:
  say It fits!
else:
  say Locked.

Memory & conditions

Make the game remember the player — what they carry, who they’ve met, how a counter stands. Pair any of these with else: for the other case.

if player has key:
Runs if the player is carrying the item. Add a number for “at least N”.
if player has 3 gems:
  say Rich!
if talked before:
Different lines the FIRST time vs. when the player returns.
if talked before:
  say Good to see you again!
else:
  say Nice to meet you!
if talked to "Mara":
Runs only after the player met that OTHER character — this sets the ORDER.
Character "Mara":
  say Tell the Shopkeeper I sent you.

Character "Shopkeeper":
  if talked to "Mara":
    say Mara sent you!
  else:
    say Go talk to Mara first.
▶ Try it in the studio
if coins is 10:
A counter gate — runs when your counter reaches a number. Works with is / >= / <= / = / > / <.
if coins >= 3:
  say You can afford it.
if warmer and player has gift:
AND-gate — join any conditions with “and” (2+). Opens ONLY when every one is true. There is no “or” — write separate gates instead.
Character "Ana":
  say The door needs my blessing AND the key.
item 🗝️ key

Character "Door":
  if talked to "Ana" and player has 🗝️ key:
    say The door opens!
    win
▶ Try it in the studio

Quests & items

Give the player something to fetch — and a reward. wants:/gives:/give belong to the character above them; item drops in the world.

wants: key
A fetch quest — this character asks the player to bring this item.
Character "Guard":
  wants: key
▶ Try it in the studio
gives: medal
The reward handed over when the wants: quest is finished.
Character "Guard":
  wants: key
  gives: medal
▶ Try it in the studio
give 🔦 torch
A gift — straight into the backpack, no quest needed.
Character "Wizard":
  say Take my torch!
  give 🔦 torch
▶ Try it in the studio
item 🔦 torch
A thing lying in the world to pick up. Put an emoji in the name — or leave it out and one is guessed.
item 🧪 potion heals 30
A USABLE item — pick it up, open your bag (I) and Use it. “heals N” restores HP.
item 🧪 potion heals 30
item 📦 clip ammo 20
▶ Try it in the studio
item 🪙 coin x10
Scatter N copies across the world (up to 30). Add @world to place them in a named world.
item 🪙 coin x10 @beach
▶ Try it in the studio
item 🗺️ map at far north
Compass placement — put an item WHERE you want it: at [far] north, south, east, west or center. Kid words, no coordinates.
item 🗺️ map at far north
item 🔑 key at east
▶ Try it in the studio
Quest "The Journey":
A multi-step quest — list steps (talk to / get / defeat) indented below. The HUD tracks the current one, the ◆ marker leads to it, each step auto-advances, and finishing the LAST step WINS. No separate Win when needed.
Character "Rowan":
  say Safe travels.
item 🌿 herb
Enemy "Warden":
  kind: golem

Quest "The Journey":
  talk to Rowan
  get 🌿 herb
  defeat Warden
▶ Try it in the studio
usable itemsheals N (restore HP) · ammo N / refills N / reloads N (refill your gun)
quest stepstalk to <Character> · get <item> · defeat <Enemy> (up to 12, run in order)

Enemies

Foes to fight — and the loot they drop. Traits go indented under the enemy. Up to 16 enemies.

Enemy "Skeleton":
A foe appears and the fight can begin — the game hands the player a weapon.
kind: zombie
The creature type. Many everyday synonyms map in too (dragon→wyrm, giant/troll→golem, android→robot, werewolf→wolf, wizard/goblin→raider…).
Enemy "Biter":
  kind: zombie
▶ Try it in the studio
drops 💰 gold
What it drops when defeated (feeds fetch quests too).
Enemy "Goblin":
  drops 💰 gold
▶ Try it in the studio
count: 6
Spawn EXACTLY this many. The moment ANY enemy has a count, the game spawns your exact roster instead of a random mix.
Enemy "Skeleton":
  count: 8
Enemy "Zombie":
  count: 2
▶ Try it in the studio
tier: 3
How tough — 1 to 50. See the tier table below.
Enemy "Titan":
  kind: raider
  tier: 25
▶ Try it in the studio
fights: ranged
HOW it fights. ranged keeps its distance and fires dodgeable bolts, flanker circles to your side and pounces, support heals its wounded friends (kill it first!), swarm rushes in a pack. Synonyms work too: archer, assassin, healer…
Enemy "Bone Archer":
  kind: skeleton
  fights: ranged
▶ Try it in the studio
hp: 300 · speed: 4 · dmg: 25
Tune ONE foe’s statline exactly (hp 1–5000, speed 1–30, dmg 0–200). Tier multipliers still apply on top.
Enemy "Tank":
  kind: raider
  hp: 300
  speed: 4
  dmg: 25
▶ Try it in the studio
kind:raider · zombie · drone · mummy · skeleton · dog · wolf · robot · slime · bat · spider · ghost · wyrm · golem
fights:melee · swarm · ranged · flanker · support

Enemy tiers · 1 to 50

One number sets how tough a foe is. Set it and it is EXACTLY that tier — no random escalation. Higher = more HP, more damage, bigger, hotter colour.

tier: 1
① grunt — the baseline.
tier: 3
③ elite — 4× a grunt’s HP.
tier: 4
④ boss-class — 8× HP, purple.
tier: 10
⑩ apex — ~95× HP, white-hot.
tier: 50
ULTRA — a bullet-sponge with ~2000× a grunt’s HP.

Bosses

Turn any enemy into a BOSS with telegraphed attacks, escalating phases and its own HP bar — just add attacks: under it.

attacks: slam volley charge summon
Makes the enemy above a boss: telegraphed patterns + a dedicated HP bar. Pick any of the four moves.
Enemy "Raider"
Enemy "Smoke Dragon":
  kind: drone
  attacks: slam volley charge
▶ Try it in the studio
attacks: slam volley / charge / summon
Slashes design the FIGHT PER PHASE: each segment is that phase’s move set — phase 1 slams and shoots, phase 2 only charges, phase 3 summons. Phases follow your segments automatically.
Enemy "Raider"
Enemy "Golem King":
  attacks: slam volley / charge / summon
▶ Try it in the studio
phases: 3
How many HP phases (1–3) before it dies. Adding phases alone also makes a boss.
Enemy "Raider"
Enemy "Golem":
  attacks: slam charge
  phases: 3
▶ Try it in the studio
movesslam · volley · charge · summon

Allies & companions

Give the player a friend who follows them and auto-attacks the nearest enemy (and can fall in battle).

Ally "Rex":
A companion with a green nameplate.
kind: dog
What creature the ally is (same types as enemies).
Ally "Rex":
  kind: dog
▶ Try it in the studio
count: 5
Field a SQUAD — up to 20 companions at once.
Ally "Rex":
  kind: dog
  count: 5
▶ Try it in the studio

Relationships & mood

Characters remember how you treat them. Change their trust, then react when they warm up or turn cold — they can even join you or turn against you.

trust_mara + 2
Raise (or lower with -) how a character feels about you. Use trust_<name>.
Character "Mara":
  if choice is "Help her":
    trust_mara + 2
▶ Try it in the studio
if warmer:
Runs when they trust you more. Also “if colder:” and “if neutral:”.
Character "Mara":
  if warmer:
    say I trust you now!
    join me
▶ Try it in the studio
join me
This character becomes your ally and fights for you.
if warmer:
  join me
turn hostile
This character becomes an enemy and attacks you.
if colder:
  turn hostile

Score & counters

Keep numbers that go up (or down) as the player plays — the built-in score, or your own named counters — then win when one hits a target.

score + 10
Give points. Win with “Win when: score is 30”.
if choice is "Grab the gem!":
  score + 10
coins + 5
Your OWN counter with any name. Add, or subtract with “coins - 2”.
if choice is "Open the chest":
  coins + 5
set coins to 0
Set a counter to an exact value (also “coins = 10”).
set coins to 0

Loops — repeat without copy-pasting

Make many of something in one go — a pile of coins, a pack of enemies, a row of named guards. What it repeats is indented 2 more spaces. Up to 30 per loop.

loop 6:
Repeat the next block 6 times.
World "beach":
  loop 6:
    item 🪙 coin
▶ Try it in the studio
loop 3 as $i:
Number each copy — $i becomes 1, 2, 3… great for unique names.
loop 3 as $i:
  Character "Guard $i":
    say I am guard $i!
▶ Try it in the studio
loop over coin, gem, star as $x:
Repeat once per item in your list — $x becomes each value.
loop over coin, gem, star as $x:
  item 🍀 $x
▶ Try it in the studio

Game type & weapon

By default you make a STORY. Add ONE line to make a different KIND — and pick the weapon you fight with.

Mode: parkour
A floating-platform jump course from your title. Leap to the goal — race the clock for medals and your own ghost replay.
World "sky":
Mode: parkour
▶ Try it in the studio
Mode: waves
A wave battle to a boss finale.
Mode: waves
Enemy "Grunt":
  kind: raider
▶ Try it in the studio
Waves: 10
How many waves the battle runs (1–50; default 5). Only in Mode: waves.
Mode: waves
Waves: 10
▶ Try it in the studio
Weapon: shotgun
The weapon the player starts with (shows even in a story).
Weapon: sword
▶ Try it in the studio
Mode:story (default) · waves · parkour
Weapon:pistol · smg · shotgun · crossbow · blaster · dagger · sword · hammer

Music

Pick the background music mood for your game. Leave it out and each world picks its own (and it changes as you travel through portals).

Music: fantasy
Set the soundtrack mood.
Music: battle
▶ Try it in the studio
moodsambient · exploration · fantasy · battle · horror · mystery · town · cinematic · sad · victory · scifi · jazz_funk · menu

Spells — free in every fight

You don’t write these — every combat game hands the player all three, on keys 1, 2 and 3. They hit harder the higher you climb.

1 · Fireball
A hard-hitting fire blast with a small area of effect.
2 · Thunder
Lightning that chains between nearby foes.
3 · Blizzard
A ground blizzard that freezes and grinds enemies down.

Winning & losing

Always give the player a way to win. Put win / lose inside a choice or after a finished quest, or add a global “Win when:” rule at the top.

win
The player WINS here — shows your Ending text. Put it under the right choice.
Character "Dragon":
  if choice is "Free the dragon":
    win
▶ Try it in the studio
lose
The player LOSES here — game over.
if choice is "Touch the lava":
  lose
Win when: defeat all
Win by beating every enemy.
Win when: defeat Warlord
Win by defeating one named enemy or boss.
Win when: survive
Win by outlasting the waves.
Win when: survive 300s
TIMER — win when the clock runs out (survive 5 minutes). Great for a “hold on!” finale.
Win when: reach Castle Peak
Win by REACHING another world — walk through the portal. Needs 2+ worlds.
Win when: player has crown
Win the moment the player holds an item.
Win when: player has carrot and onion and mushroom
Win by holding a WHOLE SET — a recipe or collect-them-all.
Win when: defend Rex for 90s
ESCORT — hold out 90 seconds while an Ally stays alive.
Win when: talked to Mara
Win once the player has spoken to a character.
Win when: score is 30
Win when the score (or your own counter) reaches a number.
Lose when: time > 90s
LOSE if the clock runs out — pairs with any win for a race against time.
Lose when: Rex dies
LOSE if a protected Ally falls — the escort fail that makes “defend” tense.

Good to know

A few quiet rules that make everything click.

Indent 2 spaces
to put a line INSIDE the one above it — a character’s lines under the character, a choice’s lines under the choice.
No quotes on text
the text is just the rest of the line: say Hello there! Put emoji right in item names.
A boss in a story
automatically turns the game into a wave battle (that’s where bosses spawn).
Move & jump
every game has running, a dash and a double-jump built in — no setup.

No command matches that — try another word (like “enemy”, “win”, “colour” or “loop”).

A whole little game

Every idea above, working together. Paste it into the studio and press ▶ Play — then change a word and watch it rebuild.

Story: A tiny puppy is lost in the snow… Ending: Pip is home, warm and happy. 🐶❄️ World "Snow": Character "Pip the Puppy": gender: girl say *whimper* I can't find my home! wants: bone gives: 🐾 puppy's trust Character "Pip's Cozy Home": if player has puppy's trust: say Pip dashes inside. You did it! win else: say Pip won't go in until it trusts you. item 🦴 bone

For AI assistants

Any LLM can build a VXLVERSE game for you. The whole language lives in one machine-readable file — vxlverse.com/llms.txt — and a finished script opens straight in the studio via vxlverse.com/make?code=<url-encoded script>. Paste this into ChatGPT, Claude, Gemini — anything that can read a URL: vxlverse.com/llms.txt

Read https://vxlverse.com/llms.txt and make me a VXLVERSE game about [YOUR IDEA].
Reply with the full VXLScript in a code block, plus the one-click
https://vxlverse.com/make?code=... link that opens it in the editor.

The assistant reads the language, writes your game, and hands back a link — click it and the game is already building in the editor, yours to play, tweak and share.