The desktop app you build games in. Open a game, play it as it changes, ask the Director for changes you approve or reject, and run its checks. One download holds the Studio, the engine its checks run on and the gamewright command line: nothing else to install.
The Studio brings everything it needs: no Node, Godot or Python to install. Builds are not signed yet, so macOS and Windows ask you to confirm the first time.
Linux
Make the AppImage runnable, in a terminal or with “Allow executing file as program” in its properties, and open it.
./Gamewright-Studio-0.2.1-x86_64.AppImage cli help
Or the .tar.xz: unpack it anywhere and open the Studio in it.
tar -xJf Gamewright-Studio-0.2.1-linux-x86_64.tar.xz
./Gamewright-Studio-0.2.1-linux-x86_64/gamewright-studio.x86_64
An AppImage mounts itself with FUSE. Without FUSE, add --appimage-extract-and-run, or use the .tar.xz.
Windows
Unpack the .zip anywhere you like (Extract All), no administrator needed, and open gamewright-studio.exe in it.
Get past SmartScreen. Until releases are signed, Windows may say “Windows protected your PC”. Check the file’s SHA-256 first, then choose More info and Run anyway.
Smart App Control, where it is on, blocks unsigned apps outright and lets no app past it. Signed builds will open there; this one will not.
The command line is beside the Studio.
.\Gamewright-Studio-0.2.1-windows-x86_64\gamewright.exe help
macOS
Copy it to Applications: open Gamewright-Studio-0.2.1-macos-universal.dmg and drag Gamewright Studio to Applications.
Open it the first time. Until releases are notarized by Apple, macOS stops the first launch: open System Settings, then Privacy & Security, and choose Open Anyway.
If it says the app is damaged, that is the download’s quarantine flag on an app not yet notarized. Remove it and open the app again.
The command line is inside the app, beside the Studio.
"/Applications/Gamewright Studio.app/Contents/MacOS/gamewright" help
The first run, on any system
Start a game. Click one of the ten samples on the welcome and the Studio copies it into Documents/Gamewright for you to change. Or choose New game to start from a template’s starter, a sample, or nothing at all.
Play it, and check it. Play (F5) runs it in the Studio, and the game takes the keys. Playtest (F6) checks it, boots it twice and plays every playtest with bots.
Ask the Director, with your own Anthropic API key, which the Studio keeps in your system’s keychain, or connect your own Claude Code from the Director menu. Approve what it proposes, or reject it. Everything else works without either.
Export it. File, then Export makes one zip for Linux, Windows, macOS or the web that anyone can play. Your first game walks through it all.
Check your download
Every package’s SHA-256 is listed above. Compute your copy’s and compare them: if they differ, the file was damaged or changed on the way, so download it again.
Linux
sha256sum Gamewright-Studio-0.2.1-x86_64.AppImage
macOS
shasum -a 256 Gamewright-Studio-0.2.1-macos-universal.dmg
The Studio draws with OpenGL 3.3, through Godot’s Compatibility renderer, so it runs on most computers from the last ten years, with or without a separate graphics card.
What
Linux
Windows
macOS
System
64-bit, glibc 2.28 or later: Ubuntu 20.04, Debian 10, Fedora 29 or newer
Windows 10 or 11, 64-bit
macOS 13.5 Ventura or later
Processor
x86_64
x64
Apple silicon or Intel
Graphics
OpenGL 3.3 (Mesa, NVIDIA or AMD drivers)
OpenGL 3.3 from the graphics card’s maker
Any Mac that runs macOS 13.5
Disk space
About 200 MB on Linux and Windows, and 410 MB on macOS, where each program holds both Apple silicon and Intel; then room for your games and their builds.
Network
Not needed to open, play or check a game. The Director talks to Anthropic, on your key, when you ask it something.
What’s in 0.2.1
Written .
The web Studio at gamewright.diy/app now plays your game in the page, and its Director sees the previews it draws. Choose a model, sprite, sound, the music or the Style and the Inspector previews it. The Studio's own keys work while a game has the keys, and Esc closes the palette.
Added
Play your game in the web Studio. Play (or F5) builds it on Gamewright's computer and plays it in the middle of the page, as the desktop Studio does. The web Studio no longer offers what only the desktop can do (opening a folder, exporting a zip, a window of its own, quitting).
See what a document makes. Choose a model, a sprite, a sound, the music or the Style and a preview shows above its fields, built as the game builds it: a model turning under the game's light (drag it, or see it at night) with its triangles against its budget, a sprite's clips at their own rate, each sound's variants with their waveform, the music's sections with each layer on or off, the Style's colours by name. Change a field or undo and it follows. A proposal shows Now and Proposed side by side, with Approve and Reject.
Changed
The Director reads less to make a change, so a change costs less. A document's schema gives the kits your game runs in full and the rest in a line each; a kit's vocabulary comes in brief, each entry whole by its id; and the templates come as an index, the chosen one whole. An Archetype's schema went from 50 kB to 20 kB, and every later step of a turn reads it again.
Fixed
A game whose kits cannot run together is refused when it is checked, saying which systems clash, where before it passed every check and only failed to start.
While you play, the Studio's keys still work. Once a click gave the game the keys, F7, Ctrl+R, Ctrl+Shift+B and every other Studio key went into the game instead; they are the Studio's again (each is Ctrl and a key, or a function key, which no game uses).
Ask the Director to change a sample at once. Five samples had no brief, so asking Saltwell to "Make the nights darker" (the Studio's own suggestion) got a brief to approve first, and Tideline's look could not be changed until you said you had played it. Every sample now ships with its brief, played through.
The Director can look at your game in the web Studio. On Gamewright's computer its previews (pictures of a change at dusk, at night, on a Screen) drew nothing and failed, so it proposed a look without seeing it; they draw there now, as on the desktop. And after you approve a change there, the status bar no longer says the game "changed since" the build that just made it.
Playtest finishes in the web Studio. On Gamewright's computer it ran out of time before every playtest had run; it now passes in about six minutes, and the status bar counts the runs as they end ("Playtesting… 7 runs done"), here and on the desktop.