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Roblox-only · v1
Game runs behind a tenantBlueprint === 'roblox' gate.
Unity, Unreal, Godot, and web-native engine support are on the roadmap — not shipped. Non-Roblox tenants see a waitlist surface, not a broken Studio. The deterministic TypeScript asset assembler (packages/rbxm-ts-assembler) currently targets the Roblox binary format; multi-engine work starts once the behavior-parity gate generalises beyond a Roblox playtest recording.
Game — one of eleven Studios

Worlds that ship playable.

Roblox games assembled from scripts, parts, and models — with a behavior-parity gate that replays your recorded V1 playtest against every new build. Pickup counts, enemy counts, scene bounds must match unless you changed them on purpose. Regression testing is the loop, not a separate tool.

What you can do

Game verbs, shipped today.

Every item below is a real Copilot verb wired into the Studio surface. No roadmap, no asterisks.

PATCH_SCRIPT
Patch script
Apply an AI patch to a specific Lua script in the asset tree. Siblings stay untouched.
ADD_ASSET
Add asset
Add a new asset — mesh via the 3D Studio, texture via Image — with the receipt attached.
TWEAK_MECHANIC
Tweak mechanic
Adjust a behavior parameter (enemy_count: 3 → 5) with a single verb, logged to the wave.
ADD_SCENE
Add scene
Add a new scene or level to the game with its own spawn, triggers, and asset graph.
RECORD_PLAYTEST_SESSION
Record playtest
Capture player inputs and events so future iterations can replay them as regression tests.
REGRESSION_REPLAY
Regression replay
Replay a recorded V1 session against V2 and flag every behavior divergence.
CONFIGURE_MONETIZATION
Configure monetization
Define GamePasses, Developer Products, and Premium payout hooks; emits Lua scaffolding.
IMPORT_AUDIO_TRACK
Import audio track
Drop a Music artifact into the game as a SoundService child with a SoundRegistry entry.
BROWSE_MARKETPLACE
Browse marketplace
Browse Roblox marketplace items and import via InsertService:LoadAsset.
CONFIGURE_NPC
Configure NPC
Define LLM-driven NPC personas with rate limits and HttpService-backed Lua.
EDIT_LEVEL
Edit level
Visually author a top-down layout — terrain, props, spawns, triggers — with grid snap.
ADD_MULTIPLAYER_PATTERN
Add multiplayer pattern
Drop in an authoritative-movement, score-sync, or matchmaking scaffold wired to RemoteEvents.
Gate profile

Delivery is measured, not asserted.

Every gate result is written to the production's chain of custody.

Asset count within budget
Default ceiling is 200 assets; editable in the spec. Keeps places lean.
asset_count
Poly budget within ceiling
Total polygon count across every mesh in the Workspace — defaults to 100,000.
poly_budget_total
Script lint clean
Every Lua script passes lint. A single error fails the gate.
script_lint_pass
Playable at 60 fps
Estimated frame rate on a target device must clear 60 fps before the build ships.
playable_at_60fps
No deprecated Roblox API
Deprecated API usages (e.g. legacy chat) are flagged before publish.
no_deprecated_api
Behavior parity on patchesPATCH GATE
Every V2 patch replays the recorded V1 session; pickup, enemy, and scene-bound counts must match unless the spec changed.
game_behavior_parity
Patch gate for this Studio: game_behavior_parity
Cost footprint

Tokens, published before you click run.

One bucket for every Studio. The range below is for a typical request; the exact number prints on the receipt the moment the generation settles.

100,000250,000tokens · Roblox game · character + scripts + playtest
Rates come from shared/tenant_tiers.py. Free tier ships with 500,000 tokens; overage billed at $0.025/1K on Pro, $0.020/1K on Team, or covered by the Enterprise quote.
Continuation

Every output ships with a purple chip.

You stop managing the handoff.

DELIVERED · GAME · CONTINUES TO →
A Roblox build continues into Music (for the soundtrack), 3D (for a new character mesh), or UX (to rebuild the in-game UI from a Design brief). Every production is visible from Flow, the project-wide board.

Try Game — free.

Describe the outcome — the loop runs until the work is done, receipted, and ready for whatever comes next.