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📖 Commands Guide

Everything you can write in the studio. It's VXLScript — a few simple lines, and your 3D game builds live. Add a Character "Name":, then make them say things on the lines below. That's a game!

📖 Story, ending & winning

Set the opening narration, the win-screen text, and (optionally) a global win rule. Put these at the very TOP of your game.
Title: My Adventure
A name for your game — shown on the win screen. Put it at the very top.
Title: The Lost Puppy
Goal: Find the crown
A one-line hint shown to the player so they always know what to do.
Goal: Bring the bone to Pip
Story: Once upon a time…
A line of opening narration, shown before the game starts. Add more Story: lines for more lines. No quotes needed — the text is the rest of the line.
Story: A dragon woke deep in the cave.
Ending: You saved the day! 🎉
The text shown on the win screen when the player wins.
Ending: You saved the village! 🎉
Music: ambient
Pick the background music mood for your game: ambient, exploration, fantasy, battle, horror, mystery, town, cinematic, sad, victory, scifi, jazz_funk or menu. Leave it out and each world picks its own mood (and it changes as you travel through portals).
Music: fantasy
Win when: player has crown
An optional global win rule — the player wins as soon as this is true. Also: "Win when: talked to Mara" or "Win when: defeat all".
Win when: player has crown

🌎 Worlds

Where your game happens. Optional — a game works without one. Use 2+ worlds and they auto-connect with a portal. Characters written UNDER a World live there.
World "Forest":
A scene where your story happens. Pick a name like Forest, Snow, Cave, Dungeon, House, Desert, Jungle, Swamp, Beach — or a phrase like "Spooky Castle" (it picks the closest world). Indent characters under it to place them there.
World "Snow":
  Character "Yeti":
    say Brrr! Welcome to the peak!

🧍 Characters & talking

People the player can walk up to (press E) and talk with. Everything a character does is indented 2 spaces UNDER it.
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!
say Hello!
A line the character speaks. Quotes are optional — the text is the rest of the line. Stack several say lines for more.
Character "Mara":
  say Welcome!
  say Pick a door.

🎨 How a character looks

Set a character’s gender, hair, clothes & skin — each on its own line UNDER the character. Hair: white, blonde, brown, black, red, ginger, grey, silver, blue, pink, purple, green. Clothes & dress: red, blue, green, yellow, orange, purple, pink, teal, gold, brown, navy… Skin: pale, fair, medium, olive, tan, brown, dark.
gender: girl
Make the character a girl or a boy.
Character "Mara":
  gender: girl
hair: blonde
Hair colour. Write "long" before the colour for long hair (e.g. hair: long blonde).
hair: long brown
wears: red
The colour of their shirt.
wears: blue
dress: pink
Give them a dress in this colour (makes the character a girl).
dress: purple
skin: tan
Skin tone (pale, fair, medium, olive, tan, brown, dark).
skin: olive

🎁 Quests & items

Give the player something to fetch — and a reward. wants:/gives:/give belong to the character above them.
wants: key
A fetch quest: this character asks the player to bring this item.
Character "Guard":
  wants: key
gives: medal
The REWARD this character hands you when you finish their wants: quest.
Character "Guard":
  wants: key
  gives: medal
give 🔦 torch
A gift — the character puts this item straight into your backpack, no quest needed. (For enemies, use drops.)
Character "Wizard":
  say Take my torch!
  give 🔦 torch
item 🔦 torch
A thing lying in the world to pick up. Put an emoji in the name!
item 🔦 torch

☠️ Enemies

Foes to fight — and the loot they drop. drops belongs to the enemy above it.
Enemy "Skeleton":
A foe appears and the fight can begin — the game hands the player a weapon.
Enemy "Skeleton":
kind: zombie
Pick the creature type: raider, zombie, drone, mummy, skeleton, or dog. Indent it under the enemy.
Enemy "Biter":
  kind: zombie
drops 🔑 key
What that enemy drops when defeated. Indent it under the enemy.
Enemy "Goblin":
  drops 💰 gold

🔀 Choices & branching

Let the PLAYER decide. Indent what happens 2 more spaces under the choice.
if choice is "Help them":
A button the player can tap. The indented lines run if they pick it. Add up to 3 choices.
Character "Guard":
  if choice is "🟥 Red door":
    say Fire room! You win!
    win
  if choice is "🟦 Blue door":
    say Treasure! You win!
    win

🎒 Memory

Make the game remember the player. Use "else:" for the other case.
if player has key:
Say different things depending on what the player is carrying.
Character "Guard":
  if player has bell:
    say You found it!
  else:
    say Go find the bell.
if talked before:
Different lines the FIRST time vs. when the player comes back.
Character "Guard":
  if talked before:
    say Good to see you again!
  else:
    say Nice to meet you!
if talked to "Mara":
Runs ONLY after the player has talked to that OTHER character — this is how you set the ORDER (e.g. the shopkeeper helps only after you've met Mara). Pair with else: for the "not yet" line.
Character "Shopkeeper":
  if talked to "Mara":
    say Mara sent you! Here you go.
    give 🧪 potion
  else:
    say Go talk to Mara first.

🏆 Winning & losing

Give the player a way to win — or lose.
win
The player WINS here. Put it inside a character — indented under the right choice, or after a finished quest. Shows the Ending: text.
Character "Dragon":
  if choice is "Free the dragon":
    say It flies away, grateful!
    win
lose
The player LOSES here — game over. Put it under a choice, just like win.
Character "Troll":
  if choice is "Touch the lava":
    say Ouch! Game over.
    lose
Win when: defeat all
Win by beating every enemy. Other global win rules: "Win when: player has crown", "Win when: talked to Mara", "Win when: score is 30", "Win when: coins is 10".
Enemy "Skeleton":
Win when: defeat all

🔢 Score & counters

Keep a number that goes UP as the player plays — then win when it reaches a target.
score + 10
Give the player points here (under a choice or a character). Win the game with "Win when: score is 30".
if choice is "Grab the gem!":
  say +10 gold!
  score + 10
coins + 5
Keep your OWN counter with any name. Add with "coins + 5", set with "set coins to 0" or "coins = 10".
if choice is "Open the chest":
  coins + 5
Win when: score is 30
Win the moment the score (or your own counter) reaches a number. Also: "Win when: coins is 10".
Win when: score is 30

✅ The rules

  • 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.
  • Text needs no quotes — it's just the rest of the line: say Hello there!. Put emoji right in item names: item 🔦 torch.
  • say, wants:, gives:, give belong to the character above them. drops belongs to the enemy above it.
  • Order that reads best: Story: / Ending: at the top → your World(s) → characters → enemies & items.
  • Give the player a way to win: a finished quest or the right choice, then win.

🧩 A whole little game

Every idea above, working together. Paste it into the studio and press ▶ Play.
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

Tip: in the studio, tap 📂 Examples for ready games that show each trick — load one, press ▶ Play, then change a word and watch it rebuild. · Open the studio →