Product · OverviewGessa engine · vv1.0.234DocumentationGessa documentation for game creation, assets, multiplayer, engine concepts and MCP tools, with versioned tutorials and reference material.engine v1.0.234Copy for LLMProduct · OverviewGessa documentation for game creation, assets, multiplayer, engine concepts and MCP tools, with versioned tutorials and reference material.Product · StartYour first world in 15 minutes - a numbered path from an empty workspace to a world open in Play, naming the real action and MCP tool for each step and what you should see after it.Product · TutorialsA learning-oriented walkthrough that extends a world into a playable game (possession, input, a win/score loop, and a HUD) ending on the v1 playability proof obligation.Product · How-toTask recipe for editing ECS components through canonical authoring actions instead of raw Project Graph writes.Product · ReferenceThin pointer to the generated Action Catalog, the canonical verb registry for mutating platform surfaces, and the contract its action ids enforce.Product · ExplanationWhy the Gessa frontend is a non-authoritative projection and there is exactly one mutation authority.Product · CompareGessa exposes one authoring capability surface to a human, an agent, an MCP client, and the SDK equally, and is honest that its physics-family authoring depth is thinner than either competitor and agent authoring is bounded to that surface.AI ContextIndex of the AI-agent context pack for engine v1, what each file is for, the three-tier source-of-truth model, and the ground rules every agent follows.Creator · Live MultiplayerAdvanced runtime controls are in Live -> Deployments -> Settings -> Show advanced runtime controls.Creator · AIOpen Create chat from the sidebar or navigate to /chat.Creator · GraphicsDate: 2026-06-04Creator · BillingCredits can be used for eligible Gessa usage and are tracked in the local credit ledger.Creator · CollaborationGessa v1 uses advisory editing indicators and expected-revision conflict checks.Creator · Visual ScriptingVisual scripting lets creators build gameplay behavior as a node graph, with readable TypeScript available alongside it. The canonical behavior contract is the Script IR: it is what the runtime executes, and both the node graph and the TypeScript source are projections generated from it. Editing either view edits the same underlying IR.RecipesA character should walk, idle, swing, or hold a seated pose. Clip playback is the AnimationStateComponent driving one clip from a rigged model. It selects and plays clips; it does NOT author or blend them.Generated ReferenceSources: packages/action-catalog/src/index.ts.Was this helpful?YesNoReport an issueContact supportQuickstartNext Page