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Learn
  • Introduction
  • Quick Start
  • MDL CLI
  • How It Works
Build
  • Workspace
  • Agentic Workflow
  • Instructions
  • Schema
  • Assets
Ship
  • Publishing
  • Monitoring
  • Earnings & Payouts
Reference
  • Package Model
  • API Keys & Auth
  • CLI Reference
  • Platform Reference
Docs/Workspace

Workspace

The workspace is a sectioned hosted editor. Each route owns one part of the game so you can move between raw prompt authoring, schema inspection, asset libraries, release controls, and diagnostics without losing context.

Workspace sections

SectionWhat it controls
ReleaseVisibility settings, versioned releases, and release notes.
Title ScreenBranding, logo, splash positioning, tagline, intro text, title music, and time-of-day backgrounds.
OpeningOptional scripted sequence that plays before free-form AI generation begins.
Map & LocationsMap image and location markers that give players a sense of geography.
InstructionsThe stored runtime, addendum, image, and avatar instruction files for the game.
SchemaThe full stored runtime schema file for the game.
Characters & SpritesThe cast catalog and canonical sprite assets used as references for Generated Scene output.
BackgroundsCanonical location ids plus the hosted background library.
MusicHosted songs and runtime music assignments.
EffectsUploaded audio SFX plus built-in visual effect toggles the runtime may emit.
DomainsCustom domain configuration and DNS setup for your game.
MonitoringUsage costs plus diagnostics for generations, users, and hosted runtime activity.

How the editor is split now

The top-level workspace page is a hosted-game summary. Editing happens in dedicated routes like Instructions, Schema, Characters & Sprites, and Release. That split is intentional: metadata, publishing, asset management, and diagnostics each get their own working surface instead of competing inside one long editor.

Local package sync

Hosted games support local package sync so a creator can work from a repository, compute a deterministic package hash, diff it against the hosted dev container, and sync changed files into the workspace through MDL.

That workflow is intended to complement this hosted editor, not replace it. The hosted workspace remains the runtime source of truth and the public inspection surface on the platform.

Current state

Use mdl diff, mdl push, and mdl pull for the generic workflow. Existing Monte Lua scripts remain available as wrappers.

Public package workspace

Games can expose a public read-only workspace for package inspection. Non-owners see package sections, schema, openings, assets, title-screen data, and a source-package download, but owner-only operational controls stay hidden.

Public source packages keep the package functional while protecting production instruction IP. Prompt files under prompts/ are replaced with generic functional instruction files for non-owners; owners and admins can export the real instruction files.

  • Visible publicly: Instructions, Schema, Opening, Map, Characters, Backgrounds, Music, SFX, and title-screen content.
  • Owner-only: API keys, Dev/Live containers, raw diffs, release controls, and production instruction text.

Title Screen

The title screen is what players see when they launch your game. Configure:

  • Branding — game title, required hosted favicon, title logo, company splash screen, and vertical offset controls for both boot splashes.
  • Shell content — tagline, intro body text, content warnings.
  • Title music — the background track for the title screen.
  • Period assets — morning, day, afternoon, and night background variants for visual variety.

Hosted branding assets are explicit. The workspace favicon, title logo, and company splash must each reference uploaded UI assets for the game; MDL does not substitute platform defaults for hosted branding when those references are missing.

Instructions

The heart of your game. The Instructions section shows the exact stored instruction files that tell the runtime how to narrate, what tone to use, who the characters are, what the rules of your world are, and how Generated Scene image generation should be directed.

See Instructions for the guide.

Schema

The Schema section shows the exact stored schema file for the game. MDL still owns the engine-level field meanings, but the concrete enum-backed values and visible contract for the game live here.

Characters & Sprites

Use this section to maintain the cast catalog and the hosted sprite library. Character labels, ids, and sprite assets live here — sprites are always used as references for Generated Scene output. Prompt descriptions for those same visible subjects live under Instructions.

Backgrounds

This section owns location ids and the hosted background library. Keep the canonical list of places here, attach uploaded or generated background variants that represent them, and describe how those locations should be used from the visible prompt and schema contract.

Music and Effects

Music is where you upload hosted songs and wire runtime cues like title-screen music or the initial track. It is songs-only, and uploads now go through a drag-and-drop confirm modal instead of an always-open inline form.

Use Effects for short one-shot cues. That section now separates uploaded audio sound effects from built-in visual effects like flashes, shakes, blur, and glitch treatments, so creators can allow both kinds without confusing them.

The semantic meaning of those tracks and effects still belongs in Instructions, so the asset sections stay focused on the library itself and the prompt section stays focused on how the model should use it.

Tips

Instructions first, assets second

Get your prompt working before investing heavily in art and music. A well-tuned prompt with placeholder assets will feel better than beautiful art with a weak prompt.

Use the preview loop

Click Preview to play your game as a player would. This is the fastest way to test how your instruction files affect the experience. Play, adjust, repeat.

Name assets clearly

Asset IDs appear in your instruction files, schema, and the AI's output. Use descriptive names like elena_happy or cafe_night rather than sprite_001.

Start minimal

Begin with a few key locations, up to 4 visible subjects, and basic music. Expand as the game takes shape.

Next

Build
Instructions
Craft the runtime and image instruction files that drive your game.
Reference
Schema
Inspect the stored runtime schema file for your game.
Build
Managing assets
Add and organize sprites, backgrounds, and audio.
Build
Hosting
Read about hosted package sync and the dev-container workflow for hosted games.
Ship
Publishing
Take your game live.