Docs · Create and publish

Origin

Origin is OriginGame's web creation agent: you describe an idea, and it writes the code, builds, plays and publishes the game on an executor; you watch it work in a browser or on your phone and answer, steer or stop it at any time.

Open Origin

  • Open origingame.ai/agent in a desktop or phone browser and sign in with your OriginGame account. On a phone it is the same workspace, laid out with a bottom tab bar.
  • The native iOS app is currently distributed through TestFlight. It shows the Library and Sessions, answers questions, steers and stops Origin, and plays builds full screen.
  • Origin is currently open to beta members only. If your account has not joined, /agent shows "Origin is in beta"; choose "Request beta access" and you will be notified once you are in.
  • The web page itself runs no commands and stores no keys: the conversation lives on the server, the code lives in the game's repository, and commands run on an executor (see Where commands run).

Library and Game workspace

/agent is the Library: your games (those that need you and those that failed first, then the newest), a search, and four ways to start:

EntryWhat it does
DescribeSay your idea in a sentence; Origin creates a new game and starts on it
RemixStart from a published game
DiscoverStart from one of six play prototypes
Surprise meGenerate three concepts across different archetypes first, then pick one

Opening a game takes you to its workspace (/agent/<game ID>). A game can have several Sessions; each is a separate conversation with its own goal. Use "New Session" to work in another direction.

  • Conversation: Enter sends (queued while Origin is working), Cmd/Ctrl+Enter steers the current turn right away, and you can stop. You can attach images, dictate with the microphone, and @-mention members. When Origin asks a question, your next message is the answer.
  • The dock has three views: "Plan" shows the design, the current milestone and progress through six steps (Design, Build, Play, Evaluate, Package, Publish); "Preview" runs the current build; "Publish" shows packages, published releases and player data.
  • Panels: "Versions" for changes, checkpoints and landing; "Artifacts" for screenshots, recordings and other outputs; "Forks" to try several directions at once; "Evaluation" for evaluation records; "Share" to invite members.
  • Command palette: Cmd/Ctrl+K searches Sessions, games and actions. Settings live at /agent/settings: connection and balance, modes and models, usage, appearance and shortcuts.

In "Preview" you can play, pause, step, reload, use "Point" to mark a problem on the frame and send it to Origin, use "Tune" to drag the parameters the game exposes and see the effect live ("Keep this" has Origin write them back to source), or record 10 seconds. Some builds do not support controls such as "Tune"; their buttons are then disabled with the reason. On a phone, "Preview" does not embed the game: choose "Play" and the current build opens full screen on the play page; Back returns to the Session.

Every game is a Git repository

  • A game's source lives in a Git repository hosted by OriginGame. main is the game's main line; each Session works on its own branch.
  • When a turn ends successfully, the Session's changes are committed to its branch. When a turn is interrupted or the executor is paused or replaced, unfinished work is saved first and the next executor continues from it, so work never lives only on one machine.
  • A Session's changes reach main by landing, fast-forward only. Origin may land on its own after a passing build; you can also land after confirming in the "Versions" panel. If main has moved, the Session first merges main into its branch.
  • The "Versions" panel shows "latest changes": the Session branch compared with main, with lines added and removed per file.
  • The game's owner can create single-use invite links or codes (valid for 7 days) in "Share", set member roles, revoke invites and remove members.

Checkpoints

A checkpoint is an immutable record of one commit in the game's repository. Checkpoints are not created on every turn; they are created by these actions:

  • When Origin packages the game: a package is an immutable build archive of a checkpoint, used for preview and publishing.
  • When Origin publishes: the publication points to its source checkpoint, so the work's origin can be traced; this is also what allows a work to be remixed.
  • When a playtest or an evaluation runs: an evaluation runs against a fixed checkpoint.
  • When a fork group is created (to fix the starting point) and when a fork is merged back.

Two actions happen only when you choose them:

  • Restore: in the "Checkpoints" list of the "Versions" panel, choose "Restore to here" and confirm. A new commit on main restores the files to that checkpoint; history is not rewritten. Other Sessions then merge main before continuing.
  • Forks: from a Session, open 2 to 4 forks at once, each with one direction (your own, or proposed by the platform). Then compare the forks' frames, evaluations, design differences and commits, merge one back into the original Session (the others are archived), or discard them.

Separately, the executor records each file edit Origin makes, and Origin can undo one of its own edits. These undo records do not appear in the checkpoint list.

Where commands run

Origin's commands (building, running, screenshots, tests) run on an executor. There are two kinds:

ExecutorWhat it isNotes
Your Origin RunnerA program running on your own computerUses the tools on your computer (such as Origin Engine, a browser, recording, Blender); while it is offline, the Session waits for it
Cloud sandboxAn isolated environment provided by the platformStarts with the next turn and uses Cloud Credit; not billed while paused; queues when your account's concurrent sandboxes reach the limit

Choose where a Session runs with the executor symbol beside its composer: "Automatic" (your runner when it has the tools this mode needs, otherwise a cloud sandbox), a specific runner, or "Cloud sandbox". For charges, see Billing.

Install Origin Runner

  1. Create at least one game in Origin first: runner tokens are authorized by a game repository.
  2. Open /agent/runners and run the install command below.
  3. On the same page enter a name (for example laptop) and choose "Issue a token". The token is shown only once.
  4. Run the connect commands the page shows: paste the token at login, then give the runner ~/Games and install the background service.
  5. The runner appears online in the list at /agent/runners with the folders it serves and the tools it reported. Revoke it there when you no longer use it.

Install command (macOS, Linux):

curl -fsSL https://origingame.ai/downloads/runner/install.sh | sh

On Windows, run irm https://origingame.ai/downloads/runner/install.ps1 | iex in PowerShell; no administrator rights are needed.

Connect commands (macOS, Linux; the page fills in your runner ID):

~/.origin/bin/origin-runner login
mkdir -p ~/Games
~/.origin/bin/origin-runner service install --server https://origingame.ai --runner-id <RUNNER_ID> --dir ~/Games
  • A game created on the web is cloned into ~/Games the first time it runs on this runner, and every Session works in its own Git worktree beside it. Clones and pushes use a short-lived credential handed over each time and never written to disk.
  • On Linux, service install turns on lingering so the runner starts at boot without anyone logged in.
  • Origin Kit for macOS carries the runner and can host it for you. The Windows runner has not been verified on a real Windows host yet.

Publish from Origin

  1. Ask Origin to package the game, or choose "Publish…" in "Publish": the composer is filled with a message asking Origin to publish the latest package and to show you the listing and storefront artwork first.
  2. Once you agree, Origin publishes through the same publishing interface as any other agent (deploy_create for a new game, deploy_update for an update) and records the source checkpoint on the publication. A publication without a source checkpoint can still be played but cannot be remixed.
  3. Before committing, the platform checks in the Player that the game loads and reports ready; if the check fails, nothing is published.
  4. After publishing, the "Publish" view lists the releases and marks the live one. Choose "Make live" on a release and press again within 5 seconds to switch to it.

For releases, rollback and what a published game gets, see Publishing games.