Quick Start

Install EngineForge, then choose one of two ways in: start a new game with no engine to install, or open a Unity or Godot project you already have.

EngineForge Get started, Project step: What would you like to make? with two choices, Start a new game (recommended if you are new) and Use an existing project.
Get started: start a new game or use an existing project.

1. Install EngineForge

  1. Open the Download page and choose macOS (Apple Silicon) or Windows (x64).
  2. Install and launch EngineForge. On Windows, SmartScreen may warn that the installer is not code-signed yet.
  3. Get started opens on first launch: choose the Cockpit or the Classic Editor and a theme. Both can be changed later in Settings.

2. Choose how to start

On the Project step, choose Start a new game or Use an existing project. Then sign in to your EngineForge account; the agents run through it.

Path A: Start a new game

  1. Choose Start a new game.
  2. EngineForge downloads the official Godot 4.6.1, checks it is genuine, and installs it. If the same version is already on your computer, it is used instead.
  3. Name your game. It is created in ~/EngineForge Games unless you choose another place.
  4. Optionally write what the agent should build first, then choose Create game.
  5. The game opens in the Cockpit with a Scene view, Play and Stop, and your first request goes to Maestro.

Path B: Open an existing project

  1. Choose Use an existing project, then the project folder: for Godot the folder with project.godot, for Unity the folder with Assets and ProjectSettings.
  2. Choose the Cockpit or the Classic Editor for this project. Your game editor stays separate.
  3. Open the same project in your own editor: Unity 2021.3 or later. URP is not required. For Godot: Godot 4.0 or later. Keep it open while you work.
  4. EngineForge installs its connection plugin and connects automatically. If Godot asks, enable EngineForge under Project Settings, Plugins.
  5. If you only want to work with files for now, choose Continue with files only and connect the editor later.

3. Send a first request

  1. Describe one small thing, for example: “Help me make a character that can move and jump.”
  2. Maestro leads the session and brings in the specialist who owns the work. Switch to Plan mode first if you want a read-only look before anything changes.
  3. Approve requests if your Auto-Approve settings ask for them.
  4. When the change affects how the game plays, the Worth a playtest? card lets you try it yourself, send the Playtester, or skip it.
  5. Review the changed files and diff. Undo a turn from its checkpoint if you do not want it.

Next steps

  • Share your game: export desktop builds for macOS, Windows and Linux with Export Game.
  • Make it feel good: ask for sound effects, music, impact and atmosphere and Juicer takes it.
  • Add menus and saves: Systems Smith owns game state, HUD and menus.

Related documentation