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 words in your own language (the keywords stay 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.
Four 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.
HordeMode: horde
One arena and no way out. Enemies never stop coming and keep getting stronger, and every level-up hands you a new power to pick.
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.
Where your game happens
One line picks the place — and there are 44 of them. Beaches, cities, moons and swamps to run across… and nine buildings you walk right into, room by room. See them all on the games shelf →
🚪Places you can walk intoWorld: castle
Nine buildings with real rooms — furniture on the floor, people already in them, and a door that will not open until you find its key.
🏙️Towns & citiesWorld: city at night
Streets and blocks that go on forever: noon traffic, neon rain, a slum under a metal sky, a district somebody bombed.
🌿Woods, fields & shoresWorld: forest
The green half of the world — trees to hide behind, flower fields, blossom, sand, and a lagoon full of coral.
❄️Cold & highWorld: snow
White ground and thin air: snow, ice, windy green cliffs, and grey moon dust with the stars still out.
🔥Hot & harshWorld: volcano
Places that do not want you there — sun, red canyons, cracked ground, rivers of fire and mountains of scrap.
✨Strange & magicWorld: candy land
Worlds that stopped obeying the rules: glowing crystal, giant mushrooms, frosting hills, a graveyard at midnight.
🏭Indoors & machinesWorld: reactor
A roof over your head — catwalks over glowing pits, a white lab, a tower floor, torch-lit stone the sun never finds.
The nine you can walk into
These ones are not a picture around you — they are a building. The engine draws a floor plan, hangs the doors, puts the furniture in and fills the rooms with people, and then your story happens inside it.
🏠World: mansionA whole house: front hall, kitchen, living room, bedrooms, a study, a cellar, a garage and a garden. Or write house.
🏰World: castleGatehouse, courtyard, great hall, throne room, armoury, chapel, kitchens — and the dungeon cells far below. Or write palace, or κάστρο.
🏫World: schoolMain lobby, locker halls, classrooms, a science lab, an art room, a gym, a library, a cafeteria and the playground.
🛒World: pizza shopShop floor, till, prep kitchen, stockroom, loading bay and a food court. Write shop, bakery, market or restaurant too.
🏢World: officeReception, open plan, meeting rooms, a boardroom, a kitchenette, the archive — and a server room behind a keycard.
👻World: haunted houseAn old hotel that never checked out: grand foyer, ballroom, nursery, cellar, room 13 and a secret passage. Or write hotel.
🏥World: hospitalReception, waiting room, wards, an operating theatre, a pharmacy store, a lab, the morgue and a sealed quarantine.
🔒World: prisonFront gate, cell blocks, guard posts, the mess hall, the exercise yard and the warden’s office watching all of it.
💀World: cryptStone chambers under the ground — cells, a bone chamber, a candle chapel, a trap hall and a treasury. Or write dungeon.
🎲
A brand-new layout every time
The rooms are planned fresh the moment the game loads. Play your game twice and the way through is different — your story still works, because you name rooms, not corners.
🧍
Somebody already lives there
Guards, cooks, pupils, nurses, shoppers — they walk about and talk on their own. So write only the characters your story actually needs.
🗝️
One door wants a key
Most buildings lock one to three doors and hide the keys that open them in rooms inside. A school always locks exactly one; a house, a shop or an office sometimes locks none at all — so never make finding a key the whole story. Walk into a locked door and it tells you what it wants. Do not write a key of your own — the building already made one, and in the office, the hospital and the prison it is a keycard.
Say which room with at:
Put a room name after at: and that is where the person or the thing will be. Write it on the Character line, or on its own line underneath. Name a room and the building is planned to have it — every room word each building knows is listed in the 🌎 Worlds part of the reference below.
World "haunted house":
Character "Ghost" at: ballroom
say Nobody has danced here in a hundred years…
Character "Caretaker":
at: grand foyer
say Mind the cellar. And the attic. And room 13.
item 🕯️ candle at: library
Win when: player has candle
Character "Ghost" at: ballroomthe Ghost is standing in the ballroom when you push the door open
at: grand foyerthe same thing on its own line, tucked under the Character
item 🕯️ candle at: librarythe candle is waiting on a shelf in the library, in whichever corner the library lands this time
The two buttons in the studio
🌍opens the picker with every place on one shelf — tap one and it writes the World: line into your story for you.
🎲shuffles the same place into a brand-new layout: same castle, rooms in new corners. Press it as often as you like.
A whole game inside a building
Three people in three rooms, one thing to carry back, and a school that lays itself out differently every single time. Nothing else is needed — the pupils, the desks and the locked door come with the world.
Title: The Missing Register
Story: Somebody hid the class register somewhere in the school.
Ending: The register is back on the desk — Miss Rowan cannot believe it! 📚
World "school":
Character "Miss Rowan" at: classroom 1a
say My register is gone! Somebody hid it in the science lab.
wants: 📓 register
gives: ⭐ gold star
Character "Kostas" at: cafeteria
say I saw someone run past with a notebook…
Character "Alex" at: science lab
say Fine — I only wanted one day off school.
item 📓 register at: science lab
Win when: player has gold star
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 / win · lose when / lose if / fail when / game over when
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 GENERATED place: a real building with rooms, furniture and people already living in it. Nine words build one — castle, school, shop, office, haunted house, hospital, prison, dungeon, house. Every time the page loads, the rooms are laid out fresh.
Title: The Stolen Crown
Story: The crown vanished from the throne room at dawn.
Ending: The crown is back — the whole castle cheers! 👑
World "castle":
Character "King" at: throne room
say My crown is gone! Someone hid it in the dungeon cells.
wants: 👑 crown
gives: 🏅 royal medal
Character "Cook" at: kitchens
say I saw the steward sneak down to the cells with a sack…
Character "Steward" at: dungeon cells
say Fine, take it back. I only borrowed it!
item 👑 crown at: dungeon cells
Win when: player has royal medal
Put a character, an item or an enemy IN a named room of a generated place — on the Character line, or as its own line underneath. Name a room and the building is planned to have it.
World "haunted house":
Character "Ghost" at: ballroom
say Nobody has danced here in a hundred years…
Character "Caretaker":
at: foyer
say Mind the cellar. And the attic. And room 13.
item 🕯️ candle at: library
A generated place locks one to three doors by itself and drops the matching keys somewhere inside — a school always locks exactly one, and a house, a shop or an office sometimes locks none. Walk into a locked door and it tells you which key you need; pick the key up and the door opens. Don't write your own key item — the building already has one.
generated placescastle · school · shop / pizza shop · office · haunted house / hotel · hospital · prison · dungeon · house
school roomslobby · classroom · science lab · art room · music room · gym · cafeteria · library · principal's office · locker hall · bathroom · playground · corridor
shop roomsshop floor · counter · kitchen · stockroom · office · loading bay · food court · toy store · bookshop · sweet shop · parking lot
office roomsreception · open plan · meeting room · boardroom · ceo's office · server room · kitchenette · archive · corridor
haunted house roomsgrand foyer · ballroom · library · room 13 · nursery · dining hall · cellar · attic · secret passage · long corridor
hospital roomsreception · waiting room · ward a · ward b · surgery · lab · pharmacy · isolation · morgue · nurses' station · corridor
prison roomsintake · cell block a · cell block b · the yard · mess hall · control room · guard post · vents · warden's office · main gate
dungeon roomscrypt entrance · bone chamber · cells · shrine · treasury · trap hall · boss hall · passage
house roomsfront hall · living room · kitchen · dining room · bedroom · kids room · bathroom · study · attic · cellar · garage · garden
good to knowa generated place already has people in it — guards, cooks, pupils, nurses — so write only the characters your story needs · Greek room words work too (κουζίνα, αυλή, κελί) · in the studio the 🌍 chip opens the world picker and writes the World: line for you, and 🎲 beside it shuffles the same place into a brand-new layout · Mode: waves and Mode: horde keep the open arenas — a building is for story games
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 + reactor/lab/tower are indoor rooms · cemetery/volcano/city-night/dungeon/crystal/mushroom/city-slums/city-neon/reactor/tower are dark · house has no ambient danger unless you add enemies · city streets have parked cars — press E to steal a ride (Shift = nitro) · for an industrial saga: slums → wasteland → reactor → tower
also written asworld · scene · place · level
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.
The exact 3D body — wizard, witch, king, farmer, police, pirate, astronaut, zombie and more (full list below). Shared outfits like suit, worker and soldier follow gender: — add gender: girl for the woman's cut. Skip it and the gender/colours pick one.
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
looks like a woman with black hair
Describe somebody in a whole sentence instead of a list — the game reads the girl or boy, the hair, the dress, the shirt and even the body out of it. “looks: a witch in a purple dress” does the same. A trait line you also wrote always wins.
Character "Nell":
looks like a woman with long black hair
say I have watched this road for years.
Character "Sable":
looks: a witch in a purple dress
say Mind the third step.
A whole choice on ONE line — the button, an arrow, then what happens. It becomes a real if choice is menu, so stack two or three. Also written => or →.
Character "Mara":
say The siren has not stopped since dawn.
Ask about the siren -> say Something is loose up there.
Run for the gate -> win
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 much GOLD it pays when defeated — real coins drop on the floor and you run over them. A range like drops 3-8 gold rolls a different bounty each kill.
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…
kind:raider · zombie · drone · mummy · skeleton · dog · wolf · robot · slime · bat · spider · ghost · wyrm · golem
fights:melee · swarm · ranged · flanker · support
also written asenemy · monster · foe · villain · boss · tier: = level:
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 — telegraphed attacks, escalating phases and its own HP bar. Then give the fight some theatre: let it TALK, and stage it in an arena the player walks into.
attacks: slam volley charge summon
Makes the enemy above a boss: telegraphed patterns + a dedicated HP bar. Pick any of the four moves.
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.
One line per HP phase, in order. The first opens the fight — the boss stands up, the camera goes to its face and it says this. The next lines land when the fight turns to phase 2 and 3. Writing one also stages the fight (see arena:).
Enemy "Raider"
Enemy "Iron Warden":
attacks: slam volley / charge / summon
says: You should not have come here.
says: Enough. Now you see me.
says: I have held this tower for a hundred years!
How close you must come before the fight starts. Until then the boss holds its post inside a circle drawn on the ground: no HP bar, no chasing, no attacks. Step in (or land the first hit) and the circle lights up.
Which world the companion waits in. An Ally written BEFORE any World belongs to no world at all — that one is YOUR squad, and it follows you through every portal.
also written asally · companion · partner · sidekick · friend · buddy · pet
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 starts at 2: warmer opens at 3 or more, neutral is exactly 2, colder is 1 or less.
trust_mara + 3
Raise (or lower with -) how a character feels about you. Use trust_<name>.
Character "Mara":
if choice is "Help her":
trust_mara + 3
other ways to give pointsscore + 10 · score 10 · add 10 points · +10 points · 10 points
Gold & shops
The loot loop: enemies and chests pay gold, a merchant sells gear for it. The moment your story says “gold” anywhere, the 🪙 purse shows in the corner and the shop charges gold instead of points.
drops 5 gold
This enemy pays 5 gold when defeated — coins fall at the corpse and you pick them up.
This character sells things. A market stall opens near the start of the world, and you can also trade straight from their dialogue. A weapon name (sword, hammer…) is wielded the moment you buy it; anything else goes into your bag.
Character "Merchant":
say Best prices in town.
sells sword for 30 gold
sells 🧪 potion for 10 gold
weapons you can sell:sword · dagger · hammer · pistol · smg · shotgun · crossbow · blaster
Things that happen
A When block is your director's chair. Everything else says what the world CONTAINS — a When block says what HAPPENS in it: the bridge falls when you reach it, the alarm howls after two minutes, three guards drop in when the door opens. When … fires once. Whenever … fires every time it comes true.
When player reaches the bridge:
the player walks up to a place, a person or a thing — name a World, a Character, or an item
item 🌉 bridge
When player reaches the bridge:
say The bridge groans — and drops into the dark.
raise bridge_down
a quest finished — or "step 1 of The Council is done" for one step of it
Character "Rowan":
say Bring me the seal.
item 🔑 seal
Quest "The Council":
talk to Rowan
get 🔑 seal
When quest The Council is done:
say The doors open.
cue a Cutscene you wrote — the camera takes over at exactly this moment
World "city":
Character "Mara":
say The bridge is out.
World "bridge":
Cutscene "the warning":
when talked to Mara
look at Mara
shake
When player reaches bridge:
play the warning
Change your mind inside the block — “only once” makes a Whenever fire a single time, “every time” makes a When repeat forever. The line inside beats the word at the top.
Enemy "Guard":
kind: raider
Whenever 30 seconds pass:
send in 2 Guard
only once
Moments you can wait for:player reaches X · 90 seconds pass · X rises · X dies · player is hurt · health drops below N · quest X is done · step 1 of X is done
Things a When block can do:say … · Name says … · send in 3 X · raise X · give X · open/close the way to X · start quest X · play <Cutscene> · score + N · coins + N · set coins to N · win · lose
other ways to say “reaches”player arrives in X · player gets to X · player enters X · player walks into X · player steps onto X · player comes to X · player is near X · we get to X
Cutscenes — the camera
A cutscene is you DIRECTING a moment instead of just staging it. The camera takes over, black bars come down, the HUD goes quiet — you frame a face, hold, pan to the thing they were meant to notice, shake, fade — and then control comes back exactly where the player left it. Any key (or a tap) skips it, at any moment.
Cutscene "the warning":
Opens a cutscene. Put the lines under it in the order they should happen — it reads like a little screenplay.
World "city":
Character "Mara":
say They sealed the gate.
Cutscene "the warning":
when talked to Mara
look at Mara
Mara says They are already inside the gate.
wait 1
shake
fade out
A Cutscene INDENTED inside a World belongs to that world: it plays the first time the player arrives there. Each world can have its own opening shot — and in the world the game starts in, that IS the opening of the game.
World "city":
Character "Mara":
say They sealed the gate.
World "reactor":
Cutscene "arriving":
look around
say The air tastes like iron.
The same moment, written at the far left: the first time the player reaches that World. Also: when the player arrives in X · when we get to X · when you enter X.
World "city":
Character "Mara":
say They sealed the gate.
World "reactor":
Character "Ash":
say You should not be here.
Cutscene "arriving":
when player reaches Reactor
look at Ash
look at:Character · Enemy · Ally · item · me · around
when:when talked to X · when player has X · when coins is N · when quest X is done · when player reaches <World> · at start
other ways to open the “when” linewhen X · after X · once X · plays when X · starts when X · at start = at the beginning / when the game starts / at once / straight away
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.
also written asloop 6: · for 6: · for 6 times: · repeat 6 times: · loop over a, b, c: · repeat over a, b, c: · as $i = as i
Sneaking past guards
Normally an enemy knows where you are the moment the game starts, and walks at you forever. A GUARD does not. It walks its own route, and it has to actually SEE you — in front of it, close enough, and with no wall in the way. Get behind it, stay in cover, or crouch (C, or the 🤫 button) to move in total silence. Watch its head: ❓ means it heard something, ❗ means it has you, 👁 means it is hunting where it last saw you. Break line of sight and it cools down and goes back to its route.
Stealth: on
turns the whole game into a sneaking mission — every enemy becomes a guard, and you get crouch
Stealth: on
World "outpost":
Enemy "Guard":
kind: raider
An endless survival arena — one flat place, no portals, and enemies that never stop coming and grow stronger every minute. Every level-up deals you cards: pick a new power. Your own enemies become the roster (leave them out and the game brings its own). Last 15 minutes and you win.
moodsambient · exploration · fantasy · battle · horror · mystery · town · cinematic · sad · victory · scifi · jazz_funk · menu
Saving
Long stories remember themselves. Your game saves on its own at the big moments — a new world, a quest taken or finished, the end of a chat — so a player who closes the tab comes back to a Continue button next to Start. Pressing Start still starts over, and finishing the game clears the save.
Save: off
Turn saving off — no Continue, every run begins at the beginning. Nice for a short score-attack game.
Every combat game hands the player all three for free, on keys 1, 2 and 3. They hit harder the higher you climb. (Unless your game uses MATERIA — see below — in which case the player starts with nothing and has to find each one.)
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.
Materia — magic you find and equip
Write `teaches fire` after any thing and it stops being a keepsake: it becomes a POWER. The moment your game has one, the three free spells go away — now the player starts with no magic at all and has to FIND it. Each one they find slots into one of 3 magic slots (the same 1, 2, 3 keys), so carrying four means choosing three. Slotting happens in the backpack: press I, then Equip. And a slotted power GROWS — every time it is cast it gets closer to its next ★, and more stars mean more damage and a bigger, wilder spell.
item 🔥 fire crystal teaches fire
leaves a power lying in the world — walk over it and it slots itself if you have a free slot
Mode: waves
World "cave":
item 🔥 fire crystal teaches fire
Enemy "Bat":
kind: bat
Win when: defeat all
a shop sells it, so the player has to earn the gold first
Mode: waves
World "town":
Character "Trader":
sells ember shard teaches fire for 30 gold
Enemy "Thief":
kind: raider
drops 12 gold
Win when: defeat all
The three magics:teaches fire · teaches lightning · teaches ice
Other words that mean the same magic:fire = flame · lightning = thunder, storm, spark · ice = frost, snow, blizzard
How a power grows:★1 found it · ★2 6 casts · ★3 16 casts · ★4 32 casts · ★5 55 casts · +1 star per spare copy
The Limit Break — your one enormous move
A fight has no peak until you give it one. Write `Limit:` and name your hero's greatest move, and a meter appears in the corner. It fills every time you hit something — and MUCH faster every time something hits YOU, because this is a comeback: the meter arrives for the player who is losing. When it is full the bar turns gold and says the key. Then it is YOUR choice when to spend it: the camera swings round onto your hero, the world stops for a beat, the name of the move lands on the screen, and everything around you goes with it. A crowd is finished. A boss loses about a fifth of its bar — it is a fight you turned, not a fight you skipped.
Limit: Omnislash
names your hero's limit break — the meter appears the moment the game has a fight in it
Mode: waves
Limit: Omnislash
World "cave":
Enemy "Bat":
kind: bat
count: 8
Win when: defeat all
they LEARN it later: nothing at all until «the reactor» happens, then a banner says it is theirs. Any When block that raises the same name opens it.
Mode: waves
Limit: Meteor after the reactor
World "cave":
Enemy "Bat":
kind: bat
When 20 seconds pass:
say The reactor tears open.
raise the reactor
Win when: defeat all
learned from a person — she teaches you, and the meter appears as you walk away
Mode: waves
Limit: Judgement after talked to Mara
World "cave":
Character "Mara":
say Take this. You will need it.
Enemy "Bat":
kind: bat
Win when: defeat all
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.
also written asWin when: · Win if: · Win: · Lose when: · Lose if: · Lose: · fail when: · game over when:
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
with no other way to win automatically turns the game into a wave battle (that’s where bosses spawn). If your game also has a quest or a Win when: rule, add Mode: waves yourself — or the boss stays hidden.
Move & jump
every game has running, a dash and a double-jump built in — no setup.
Indent a cutscene
every beat goes 2 spaces in under the Cutscene line. Left at the far left they still count as part of the scene — and the Save:, Stealth: or Limit: line right after gets swallowed with them.
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.