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.
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
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
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!
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
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
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…
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.
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.
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
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.