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Describe Games
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Updates

What changed on describe.games, written for players and builders.

June 20, 2026Studio V2

Studio V2 playtest feels less internal

The hidden 2D studio now makes the play loop and new-game flow read more like a creator tool than a debug console.

  • Play now opens a private Studio test without showing auth or save issues as broken builds.
  • Canvas placeholder labels now use human game words like Player, Rival, Coin, Exit, and Trap instead of internal abbreviations.
  • New Game, Test report, Feel check, Zoom, and Camera replace another round of technical wording in the editor.
June 20, 2026Studio V2

Studio V2 has a cleaner guided creator loop

The hidden 2D studio now behaves less like a tool wall and more like a guided game maker.

  • Specific prompts like a bright jump-and-run now start a real Studio graph from approved 2D templates.
  • Vague new-game requests open the step setup instead of silently choosing a random default.
  • World is locked to real runtime background images, selected-piece controls are no longer duplicated, and publish details stay inside the Publish step.
June 20, 2026Studio V2

Studio V2 selection controls are cleaner

The hidden 2D studio now keeps character editing tighter and removes another round of internal-looking UI noise.

  • Characters resize proportionally instead of stretching into broken shapes.
  • Selected pieces now show their name above a smaller Duplicate, Fit, Settings, and Delete toolbar.
  • World background picking is cleaner: no search box, refresh button, fit chip, or duplicate label inside the preview image.
June 20, 2026Studio V2

Studio V2 has direct canvas editing

The hidden 2D studio now lets creators work more directly on the map instead of hunting through panels.

  • Selecting a piece now shows canvas controls for duplicate, fit, settings, and delete.
  • The plus menu is grouped into human choices like Platform, Character, Reward, Hazard, Exit, and Background.
  • Studio Assistant now handles more direct commands such as making a piece bigger, copying it, deleting it, adding hazards, or opening the character library.
June 20, 2026Studio V2

Studio V2 is more canvas first

The hidden 2D studio now removes another layer of tool clutter so creators can click the map, click a piece, and edit the thing they actually touched.

  • The Assistant no longer shows a wall of quick-action buttons under the chat input.
  • World now shows only approved real background assets, with a simple Choose action that replaces the current backdrop.
  • Clicking empty map space opens World, while clicking a character or item opens the Selected controls.
June 19, 2026Studio V2

Studio V2 setup is now step by step

The hidden 2D studio now starts new drafts with one choice at a time, real background assets, and less editor noise.

  • Reset and New Game now open a step wizard instead of showing every setup choice at once.
  • The setup flow no longer shows asset preview cards or small character thumbnails before the draft exists.
  • The editor uses the curated Neon Night City background images for Studio V2 starts, new levels, and background replacement.
June 19, 2026Studio V2

Studio V2 is calmer and uses real backgrounds

The hidden 2D studio now opens fewer panels by default and exposes curated runtime backgrounds from the real asset packs.

  • The right-side editor no longer opens several tool panels at once when switching between World, Build, Levels, and Publish.
  • Asset cards are more compact, with less explanatory copy and clearer visual thumbnails.
  • Background selection now includes Neon Night City runtime images that replace the current level backdrop instead of stacking another layer.
June 19, 2026Studio V2

Studio V2 has a fuller 2D creator flow

The hidden 2D studio now connects the setup wizard, asset library, assistant, playtest loop, and publish prep into one clearer creation path.

  • The New Game wizard now collects mode, player count, style, assets, and level count before creating a draft.
  • Studio Assistant now has quick actions for checking the game, opening assets, running a playtest, fixing the next issue, and opening publish prep.
  • Playtest reports now include a faster QA repair loop, while Publish includes the game page setup directly beside final checks.
June 19, 2026Studio V2

Studio V2 now checks 2D level feel

The hidden 2D studio now catches more problems that make a game look built but feel broken when you actually play it.

  • Playtest reports now surface a 2D QA checklist for spawn safety, route reach, camera framing, and character scale.
  • The validator warns when characters are too large, spawn platforms are too narrow, exits lack landing routes, or jumps exceed the current movement tuning.
  • Camera targets, dead zones, and tight zoom settings now get checked before a draft is treated as ready.
June 19, 2026Studio V2

Studio V2 custom art now compiles

Imported and painted sprites in the hidden 2D studio now render inside playable previews instead of only appearing on the editor canvas.

  • The Pixel Engine has a cached image primitive for Studio-created Data URL art.
  • Studio V2 compiles imported PNG, JPG, WebP, and Pixel Paint visuals into runtime drawing calls.
  • The publish validator now blocks only invalid or oversized custom images, not valid custom sprites.
June 19, 2026Studio V2

Studio V2 got a cleaner runtime loop

The hidden 2D studio now blocks stale previews, exposes more approved runtime assets, and compiles more graph logic into real gameplay.

  • Studio V2 now runs as its own focused fullscreen app surface instead of inheriting public site chrome.
  • Playable previews become stale after graph edits and must be rebuilt before public publish.
  • Bosses, checkpoints, ground tiles, wave spawns, item drops, target cameras, and target teleporters now stay tied to validated runtime data.
June 19, 2026Studio V2

Studio V2 movement and combat are more real

The hidden 2D studio now stores movement, enemy AI, hurtboxes, and attack buttons as typed game data that the playable compiler actually uses.

  • Characters can now carry double-jump, wall-jump, floaty or heavy gravity, acceleration, friction, and tighter hurtbox settings.
  • Opponents can be set to chase, patrol, guard, fly, or boss behavior instead of all feeling like the same enemy.
  • Attack buttons now compile from the graph, so light, heavy, air, and special moves are separate runtime actions.
June 19, 2026Studio V2

Studio V2 gets a tighter play and publish loop

The hidden 2D studio now feels more like a real editor: place assets on the map, test inline, repair blockers, and publish through compiler checks.

  • Library assets can be armed and placed directly on the canvas instead of always dropping into the middle.
  • Play test now opens inside Studio, with a quick path back to editing after testing movement, camera, combat, and level flow.
  • Publish is compiler-gated and includes one-click repair actions for common blockers before a game goes public.
June 19, 2026Studio V2

Studio V2 interactions are easier to debug

The hidden 2D studio now treats traps, teleporters, bounce pads, checkpoints, and clone moves as visible game systems.

  • Selected pieces now show an Interaction Debug panel with collision policy, trigger state, and one-click behavior presets.
  • Playable previews draw non-standard triggers so teleporters, bounce pads, and checkpoints are visible while testing.
  • Playtest reports now include interaction checks, which makes semantic 2D mechanics part of the same publish/debug loop as level flow and assets.
June 19, 2026Builder

Build timeouts now have a guaranteed fallback

The website chat has a final provider-free safety save before it can end with no playable preview.

  • If patching, Director rebuild, and local Director rescue all miss, the server now saves a deterministic 2D fallback game.
  • The fallback uses known engine primitives, approved runtime actors, and packaged music, then passes the same syntax and playtest gates.
  • This keeps normal provider stalls from turning into a dead chat message with no playable update.
June 19, 2026Studio V2

Studio V2 can auto-link campaign flow

The hidden editor now treats level order as a real campaign path that can be repaired in one action.

  • Game Flow now includes a campaign board with reachable, unreachable, next, and broken transition states.
  • Auto-link path wires ordered levels into a clean playable chain and makes the final level finish the game.
  • The Studio Assistant can use the same typed operation, so requests like fix the level flow repair the graph instead of only opening a panel.
June 19, 2026Builder

Website builds have a local fallback save

The website builder now has a provider-free fallback before it can end a turn without a saved preview.

  • If the long model stream times out, the server now tries a local Director fallback that does not spend Surplus tokens.
  • Jump-and-run edit rescues no longer use wording that accidentally selects pet or companion assets.
  • Old no-save timeout copy is guarded out of product source so the chat does not blame the user for provider latency.
June 19, 2026Studio V2

Studio V2 understands campaign flow

The hidden editor now checks how levels connect before a draft becomes a real playable game.

  • Studio V2 analyzes the path from Level 1 through next-level links, win states, endless levels, and broken transitions.
  • Game Flow and Publish now show whether levels are reachable, where the campaign ends, and which transition needs repair.
  • Playtest reports now include the same campaign data, so blocked previews point to the actual broken level path.
June 19, 2026Studio V2

Studio V2 asset picking understands capabilities

The hidden editor now treats the asset library more like a rule-aware building kit.

  • Library assets can carry compatible modes and capability tags from the registry instead of flattening everything into loose tags.
  • The editor keeps asset fit checks internally while the visible picker stays focused on the current context.
  • Asset cards now explain whether they replace safely, add a new piece, or need a mode check before use.
June 19, 2026Studio V2

Studio V2 previews now return playtest reports

Private previews now return a structured report instead of only a score.

  • The compiler reports level count, entity coverage, blocker/warning checks, and the next concrete fix.
  • The Play panel shows the report beside Quick Play, so creators can jump to the exact level or piece that needs work.
  • Preview metadata now carries a cover seed so the same draft data can feed better game cards later.
June 19, 2026Builder

Website edits recover through the Director

Existing-game edits now have another safe save path when the long designer stream misses the first save.

  • Direct edit patches now stop after a short provider window instead of burning every Surplus lane one after another.
  • If a concrete edit still misses, the Director can rebuild a clean playable version from the current game plus the requested change.
  • This reduces the chance of a provider delay turning into a dead chat turn.
June 19, 2026Studio V2

Studio V2 playtests are now a real debug loop

The hidden editor can run a private playtest from the Play tools without pretending the draft is publish-ready.

  • Playtest now calls the preview compiler first and reports exact blockers when a draft cannot run yet.
  • The Play panel opens Validation next to the preview controls, so broken spawns, missing exits, or unsafe level logic point to the right object.
  • Background picks now replace the current level backdrop instead of encouraging stacked overlay clutter.
June 19, 2026Studio V2

Studio V2 now starts with a guided 2D setup

The hidden editor is moving from a blank canvas into a focused question flow before the draft opens.

  • New drafts now ask for runtime lane, player setup, 2D game type, visual style, theme, asset strategy, and level count first.
  • Available 2D directions stay active while future lanes stay visible but locked until their editor rules are ready.
  • The starter graph now creates the selected number of levels and wires level-to-level completion logic automatically.
  • Choose for me lets the Director pick the first pass, while Library mode opens the asset picker right after draft creation.
June 19, 2026Studio V2

Studio V2 edits feel more direct

The hidden editor now routes real edit requests through the Studio Assistant first and keeps the canvas faster and easier to control.

  • Concrete chat edits try the Studio Assistant API before falling back to local quick actions.
  • The assistant can open exact inspector panels such as Audio, Library, Validation, Level Logic, and Multiplayer.
  • Canvas guidance now visibly highlights the canvas, and background layers no longer steal empty-canvas clicks.
  • Compiled Studio previews avoid expensive full-level background sprite draws, so side-platformer previews do not hang in runtime checks.
  • Shared room links pasted as full describe.games URLs now render as clean Join room cards, and full rooms no longer show awkward counts like 3/2.
June 19, 2026Builder

New game requests recover faster

Clear new-game prompts now rebuild cleanly even if the chat already has an older game attached.

  • Requests like a 2D ninja Smash-style fighter no longer inherit stale game code or old chat history.
  • The builder can save a validated playable Director fallback first, then you can iterate from the preview.
  • This keeps the preview from ending in a long timeout with nothing new saved.
June 19, 2026Studio V2

Studio V2 can build private playable previews

The hidden editor can now turn its level graph into a real private Pixel Engine game for testing.

  • The preview compiler uses Studio pieces, levels, objectives, music, and approved runtime sprites instead of placeholder blocks.
  • Red publish blockers stop broken previews before they are saved.
  • Preview builds save as private games first, so the editor can test longer drafts without publishing them.
  • Compiled previews remember level progress and best score through the same per-game save system used by live games.
June 19, 2026Multiplayer

Online rooms are clearer to share

Room pages now explain the invite and start flow before the match begins.

  • Online play now shows a compact room card with the room code, invite actions, and the basic lobby flow.
  • Players see the steps: share the invite, wait for player two, then press A or let the countdown start.
  • The canvas room badge now tells full rooms exactly how to start from the in-game lobby.
June 19, 2026Engine

Official background variants are in the generator

The game builder now has more real runtime backgrounds for 2D side-view games instead of one default backdrop.

  • Cold, bright, warm, and dark Platformer Prototype backgrounds are now baked into the runtime asset library.
  • The AI can pick a matching backdrop for icy climbs, bright tutorials, sunset runners, dungeon shooters, and platform fighters.
  • Backgrounds stay visual-only layers, so they do not accidentally become collision or block gameplay.
June 19, 2026Sharing

Game links look better when shared

We improved fallback preview cards for games that do not have a captured cover yet.

  • Shared game links now get a more varied playable-looking scene instead of one repeated layout.
  • Fallback cards use the game title to pick colors, platforms, character placement, and rewards.
  • Saved real game covers still win whenever they exist.
June 19, 2026Creator

Cleaner creation flow and asset picking

Studio work is moving toward a guided creator where the AI, editor, and asset library understand the same game plan.

  • Discover now uses one compact Filter control instead of scattered sort buttons.
  • Studio V2 starts with Solo or Local 2P, runtime lane, and 2D game mode choices before opening the editor.
  • The hidden Studio V2 asset workshop now separates players, opponents, backgrounds, ground, rewards, hazards, goals, tools, and decor.
  • Background assets are treated as visual layers, not collision blocks.
  • New public game titles are cleaned so raw prompts like create a game for me do not become the public game name.
June 19, 2026Contributors

Contributor applications are open

We added a clean intake for people who want to help build the game creation layer.

  • The new Join page separates 2D PixelEngine work from Three.js and 3D work.
  • Artists, animators, game designers, audio people, Three.js builders, and engine/AI contributors can apply with contact details and a portfolio.
  • Applications are saved privately for review instead of being exposed in the public community feed.
June 19, 2026Social

Saved games, cleaner reactions, and better sharing

Discover and Community Chat are easier to use while people test more games.

  • Reaction add buttons now sit beside the sender name instead of taking a full extra chat line.
  • You can save public games privately and find them again from Discover.
  • Play pages now include a clean Share button for recommending a game you just played.
  • The X agent daily game slot default is now five successful builds per user.
June 19, 2026Profiles

Profiles became real social surfaces

Profiles now support banners, verified X accounts, follows, badges, and public game lists.

  • Every account automatically follows describe.games.
  • People can follow each other and get notifications for follows, mentions, and replies.
  • Custom profile links, emoji bios, profile banners, and visual badges are live.
June 19, 2026Community

Community Chat got replies, mentions, bugs, and admin images

The chat is now closer to a real product feedback layer.

  • Community, Feedback, and Bugs channels are available.
  • Replies and @mentions open the exact message from the notification bell.
  • Official describe.games messages can include large images and normal links.
June 18, 2026Studio V2

Studio V2 moved into a hidden live test

The new editor is being built as a desktop-first studio for bigger 2D games.

  • Mode-first new game flow, level tabs, drag reorder, and blocker checks are in place.
  • The Studio Assistant can edit level objects through typed operations.
  • Drafts autosave locally and can sync to Supabase when signed in.