Your First Scene

Once installed, Prometheon Studio opens to a new project with an empty baseplate.

  1. Use the toolbar's Insert menu to add a primitive (cube, sphere, or plane) to the scene.
  2. Select the object and use the Inspector panel (right side) to adjust position, scale, rotation, and material.
  3. Press Play in the toolbar to test physics and camera behavior — your edit-mode scene is automatically restored when you stop.
  4. Use Cmd+S to save, or rely on the built-in auto-save running on an interval.

See the Game Packaging guide once you're ready to share a build.

C# Scripting Basics

Scripts run on a dotnet 8 host and talk to the engine through a small set of static service classes — World, Player, Camera, Physics, Environment, Lighting, Audio, and Particles.

  1. Right-click an object in the Scene Tree and choose Add Script.
  2. Open the new .cs file in the File Explorer's built-in editor.
  3. Call into the engine API, for example World.Move(this, new Vector3(0,1,0)) inside an Update() loop.
  4. Save — script hot reload applies the change without restarting play mode.

Full class and method reference: Script API documentation.

Working with the AI Assistant

The AI Assistant panel lets you describe a change — "add a patrol NPC near the gate" — and review a proposed diff before anything is applied to your scene or scripts.

  • Nothing is applied automatically; every suggestion is a reviewable proposal.
  • Use the chat history to iterate — refine a request without starting over.
  • Bring-your-own-local-model support (so the Assistant can run fully offline) is on the roadmap — see the changelog for status.

NPC State Machines

The State Machine Graph editor lets you wire up NPC behavior visually — states like Idle, Patrol, Chase, and Attack, connected by event-driven transitions.

  1. Open the State Machine Graph from an NPC's Inspector panel.
  2. Add states and drag connections between them to define transitions.
  3. Attach conditions (distance to player, health threshold, custom script events) to each transition.
  4. Use the built-in Event Debugger to watch state transitions fire live in Play mode.

Touring the Elderfall Template

Elderfall is a full Souls-style RPG starter template — a dark fantasy keep and overworld with real, runnable combat and NPC scripts, not placeholder geometry.

  • Combat, enemy AI, and checkpoints are wired against the same public engine API your own scripts use.
  • Use it as a reference project for terrain blending, atmosphere/fog settings, and layered lighting.
  • See Updates 27–30 in the changelog for the template's full build history.

Packaging Your Game

Full export workflow, supported targets, and distribution steps are covered on the dedicated Game Packaging page.