Create a game
ase new-game creates a game in your studio and writes its repo: an engine project with the Brain SDK installed, its CI workflows, its config for ASE Brain and a starter website. It commits the first version for you.
ase new-game "Neon Drift" --repo my-org/neon-drift --github
This:
- Creates
neon-driftin your studio, in thedevstage. - Writes the game's files into
./neon-drift, with the newest Brain SDK. - Publishes the game's own config (
brain/game.tomlandbrain/events.toml) to ASE Brain, so it accepts the game's events straight away. - Commits everything.
- With
--github, createsmy-org/neon-driftthrough ASE Brain's GitHub App and pushes the first commit.
Without --github, push the repo to any Git host yourself. --repo is the repo's path on that host (my-org/neon-drift, or group/sub/neon-drift on GitLab), which your release trust matches against.
--github needs ASE Brain's GitHub App installed on your organization. ase studio github tells you where to install it.
Choosing what the game is
ase new-game "Neon Drift" \
--engine unity \
--platforms windows,macos,linux,android,ios \
--multiplayer ranked,private
| Flag | Values | Default |
|---|---|---|
--id |
Lowercase letters, digits and dashes | The name in lowercase with dashes |
--engine |
godot, unity, unreal |
godot |
--platforms |
windows, macos, linux, android, ios, web |
windows,macos,linux |
--multiplayer |
ranked, casual, private, lobbies, leaderboards |
None |
The multiplayer features combine freely:
| Feature | What players get |
|---|---|
ranked |
Rated 1v1 matchmaking with visible ratings, leaderboards and seasons |
casual |
Practice matchmaking by a hidden rating |
private |
Matches with a friend by invite code |
lobbies |
Dedicated-server lobbies players browse or create |
leaderboards |
A starter high-score board players post scores to |
--online is the same as --multiplayer lobbies. Add features later with ase net add; Multiplayer covers the game's side.
In a terminal, ase new-game asks for whatever your flags leave open: whether a coding agent should build it, the multiplayer features and the platforms. Run by an agent or in CI, it asks nothing.
Let a coding agent build it
Give ase new-game an idea, and a coding agent builds the game from its first commit:
ase new-game "Cube Tac" --platforms android,ios --multiplayer ranked,private \
--idea "3D tic-tac-toe with multiplayer on mobile" --agent claude-desktop
ase writes a brief from your idea and opens the agent in the game's folder with it:
--agent |
Opens |
|---|---|
claude-desktop |
Claude's Code tab on the folder, with the prompt filled in |
codex-desktop |
A Codex chat with the folder as its workspace, with the prompt filled in |
claude, codex |
The CLI in this terminal, with the prompt sent |
The agent writes the game's vision and a milestone roadmap into the repo, then builds it milestone by milestone, posting screenshots or video after each. The brief is also copied to your clipboard and printed, in case the app doesn't fill it in.
With the ase skill installed (ase skill install), you can also just ask Claude or Codex to "make a new game with ase".
What's in the repo
| Path | Whose | What |
|---|---|---|
| The engine project | Yours | A runnable start, with the Brain SDK installed |
brain/game.toml |
Yours, except its last block | The game's name, platforms, store ids, multiplayer, leaderboards and purchases |
brain/events.toml |
Yours | The game's own analytics events (Events) |
release.toml |
Yours | Release targets and builds (Release a game) |
AGENTS.md |
Brain's block, then yours | Rules for coding agents working on the game |
.github/workflows/ |
Brain's | The game's CI: ci.yml, build.yml, release.yml and website.yml |
websites/main/ |
Yours | A starter website (Websites) |
Files marked Brain's are kept current by ase sync; don't edit them. The block at the end of brain/game.toml, between # brain:begin and # brain:end, shows ASE Brain's values for the game (studio, repo, stage) and is read-only.
Binary assets are stored with Git LFS, so install it if your Git doesn't have it (git lfs install).
Check brain/ before you push, the same way a release will:
ase games check
Try the template without creating a game
ase new-game "Neon Drift" --local try-template
This only writes the files into try-template. Nothing is created in your studio.
Put an existing repo on ASE Brain
If your game already has a repo, adopt it instead of creating a new one. Run this in the repo:
ase games adopt --dry-run # show what would change
ase games adopt
ase games adopt checks the repo's brain/, creates the game in your studio, publishes its config and runs ase sync. The id defaults to the repo's name and the repo path to the origin remote's; pass --game and --repo to choose others. It's safe to run again.
Manage your games
ase games list
ase games show neon-drift # its config, where each value lives, and the live version
ase games rename neon-drift "Neon Drift Deluxe" # the id stays
Dev and live
Every game starts in dev. Store targets (Steam, Google Play and the App Store) take only live games, so promote a game before its public launch:
ase games promote neon-drift
A live game's data only grows, and it can't go back to dev.
Delete a game
Owners and admins can delete a dev game:
ase games delete neon-drift
ase games restore neon-drift # within 7 days
Every service stops serving the game at once, and its data is purged after 7 days unless you restore it.