Getting started with Tenscraft
Everything you need to go from a blank project to a playable, exportable game.
Introduction
Tenscraft is an AI-native game engine. Instead of assembling a game from an editor, timeline, and asset browser, you describe what you want in plain language and Tenscraft’s proprietary model generates the scene, gameplay logic, and any characters or props it needs.
This guide walks through the core workflow: starting a project, writing effective prompts, generating and refining assets, and exporting a playable build.
Getting started
Tenscraft is currently opening early access in stages. Once you’re in, creating a project takes a single prompt — there’s no template picker or blank-scene setup step.
- Join early access from the Pricing page.
- Create a new project and describe the game you want to build.
- Tenscraft generates an initial playable scene within moments.
Writing your first prompt
The most useful prompts describe intent, not implementation. Mention genre, setting, mood, and the core mechanic — Tenscraft handles the technical decisions underneath.
Avoid over-specifying technical details up front — it’s faster to generate a first pass and refine it conversationally than to write an exhaustive spec.
Generating characters & models
Ask for characters, creatures, props, or vehicles the same way you’d ask for a scene change. Tenscraft generates a rigged, game-ready model styled to match your project automatically.
See the AI Model & Character Generation page for the full range of what can be generated.
Iterating conversationally
Nothing is precious. If a scene, character, or mechanic isn’t right, describe the change instead of rebuilding from scratch.
Tenscraft updates only what the request implies — the rest of your project is left untouched.
Exporting your game
When your project is ready to share, export it as a standalone build directly from Tenscraft. Export is available on Creator and Studio plans — see Pricing for details.
