From your first scene to a packaged release — written guides covering the editor, scripting, AI tooling, and the Elderfall template.
Install the app, create a project, and place your first objects on the baseplate.
Write your first script against the engine API and attach it to an object.
Describe a change in plain English, review the diff, and apply it safely.
Build patrol/idle/react NPC behavior using the State Machine Graph editor.
Open the Souls-RPG starter template and see how combat, terrain, and lighting fit together.
Export a finished project into a distributable build.
Once installed, Prometheon Studio opens to a new project with an empty baseplate.
See the Game Packaging guide once you're ready to share a build.
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.
.cs file in the File Explorer's built-in editor.World.Move(this, new Vector3(0,1,0)) inside an Update() loop.Full class and method reference: Script API documentation.
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.
The State Machine Graph editor lets you wire up NPC behavior visually — states like Idle, Patrol, Chase, and Attack, connected by event-driven transitions.
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.
Full export workflow, supported targets, and distribution steps are covered on the dedicated Game Packaging page.