Frequently Asked Questions
Answers about EngineForge as it ships today.
Product
What is EngineForge?+
EngineForge is the AI platform for game development, on macOS and Windows. A Crew of AI agents led by Maestro builds inside your game engine: start a new Godot game with the engine set up for you, or open your Unity or Godot project. Work in the focused Cockpit or the full Classic Editor.
Which platforms does EngineForge run on?+
macOS: macOS 12 or later on Apple Silicon (M1 and later). Windows: Windows 10 or 11, 64-bit (x64).
Do I need to install a game engine first?+
No. Choose Start a new game and EngineForge downloads, installs, manages and launches Godot 4.6.1 for you, on macOS and Windows. To work on an existing project, you run your own Unity 2021.3+ or Godot 4.0+ editor and EngineForge connects to it.
What is the Cockpit?+
The Cockpit is the focused workspace: projects and sessions, the chat with your Crew, files and changes, and for managed games a Scene view with Play and Stop. The Classic Editor is the full code editor for projects whose engine you run yourself. While Managed Engine is on, EngineForge stays in the Cockpit; turn it off in Settings, Game Engine to use the Classic Editor.
What is the Crew?+
Crew is EngineForge’s extensible team of AI agents: Maestro, Builder, Juicer, Systems Smith, Playtester. Maestro leads every session, brings in one specialist at a time, checks what comes back, and reports to you.
What are Plan and Forge?+
They are modes, not agents. In Plan, the Crew can read and reason without changing anything. In Forge, each specialist can use the tools of its role, within your Auto-Approve settings.
Engines, playtesting and export
Which game engines are supported?+
Unity 2021.3 or later (URP is not required) and Godot 4.0 or later. Godot can also be managed by EngineForge for new games. Unreal Engine is planned and not supported yet.
What are the limits of Managed Godot?+
Managed games use GDScript. C# is not supported in managed games. Managed games use Godot’s Compatibility renderer, so some advanced 3D features are unavailable: compute shaders, volumetric fog, SDFGI, VoxelGI, SSAO, SSR, SSIL, GPU particle trails and decals. Blender files are not imported directly: export the model from Blender as .glb, then add that file. Managed games open in the Cockpit. While Managed Engine is on, EngineForge stays in the Cockpit; the Classic Editor is for projects whose editor you run yourself.
Who decides when my game gets playtested?+
After a change to how the game plays, Maestro offers a playtest: try it yourself with a short checklist, send the Playtester, or skip it. Ignoring the card means no test. Auto Playtest is an Auto-Approve category, off by default; turn it on there to send the Playtester straight away. It works while Auto-Approve is on, and each playtest takes a few minutes and uses credits.
Can I export my game?+
Yes, for Godot projects on Godot 4.6.1. Export Game builds desktop versions for macOS, Windows, Linux with your game’s name, icon and version. Each build is checked on the computer that made it, and builds for other systems are marked as not tested there. EngineForge does not publish to stores, sign or notarize exported games, or make installers.
What can I review or undo?+
Changed files are grouped for the current session with diffs. File changes are checkpointed around each agent turn and can be undone. Live editor state and the running game are not part of a checkpoint, so keep your project in source control as well.
Models, data, and pricing
Where do my prompts go?+
To the third-party AI model provider that serves the model you pick, through the EngineForge gateway. The model picker in the app always shows the current list. Model providers may process a request outside your country.
Does everything stay on my machine?+
No. Project indexing and the engine connection stay on your computer. Model prompts and selected project context are sent through the EngineForge gateway to the model provider. Web searches, generated sound and music, and diagnostic reports also leave your machine; the Privacy page lists where each goes.
How much does EngineForge cost?+
There is a free plan that needs no card, and four paid plans. Every plan includes the whole Crew and both engines. Some models require a paid plan. All paid plans include the full model lineup, with different monthly credit allowances. Paying yearly saves up to a month compared with paying monthly. The current prices are on the Pricing page.
What are credits?+
Credits are what EngineForge work spends: each request, playtest, and generated sound, music or icon. Your plan includes monthly credits, and you can see how many are left at any time. Lighter models stretch them further. They refresh on the same day every month.
What happens when I run out of credits?+
EngineForge tells you and waits. Nothing is quietly downgraded to a smaller model, and you are never charged more than the plan you chose. Carry on straight away with a usage top-up or a larger plan, or pick up where you left off when the month refreshes.
What is a usage top-up?+
Prepaid usage of EngineForge’s own features, bought in advance for a heavy week without moving up a plan. It has no cash value and cannot be withdrawn or transferred. It never expires, and is used only once the month’s credits are gone. There is no pay-as-you-go billing, and nothing is ever charged to you automatically for going over.
Can I change or cancel my plan?+
Yes, at any time. An upgrade takes effect immediately, keeps the credits you have already spent, and is prorated by the payment provider. A downgrade or a cancellation takes effect at the end of the period you have already paid for, so you keep that plan and its credits until then. A downgrade moves you to the lower plan you selected at the next renewal. A cancellation stops renewal and moves your account to Free at the end of the paid period.
Where can I get support?+
Use the Contact page for support or join the EngineForge Discord community. The documentation covers setup, engine status, playtesting, diagnostics and feedback.
Need a workflow-level answer?
Explore the documentation →