Product · Architect

Describe the change. The Architect builds it.

The Architect is the AI chat at the centre of Geek Engine. You type what you want in plain language; it edits your game's Game Design Document through typed operations, snapshots every change, and compiles a fresh build you can play instantly in the browser.

pebble-punks / Architect
live
YU
You · 12m
Make the boss room have three phases with stomp + charge attacks.
Architect · 6 tickets-62 cr
#312add_nodeBoss.Phase1
READY
#313add_nodeBoss.Phase2 · Stomp
READY
#314add_nodeBoss.Phase3 · Charge
READY
#315edit_scriptboss.gd
READY
#316bind_assetboss-roar.wav
READY
#317trigger_buildv0.5.0
READY
Adjust phase 3 charge tell to 0.6s...

Typed operations, not loose code edits

Every request the Architect acts on becomes a list of explicit, typed operations against your JSON Game Design Document — add a node, set a property, attach a script, bind an asset, add a mechanic, reorder nodes, set a 3D transform. Because each operation is validated before it is applied, the AI can't quietly corrupt your project: changes are structured, reviewable, and reversible.

A defined vocabulary
Operations cover the real shape of a game project: nodes, properties, scripts, mechanics, asset bindings, and transforms.
Validated before applied
Each operation passes through a validator and applier, so malformed changes are rejected instead of breaking your build.

Snapshots before and after every change

The Architect records a snapshot of your Game Design Document before it touches anything and another once the change lands. The full history is append-only, so you can always see what a request did and roll back to any earlier state. Snapshots are tagged by what triggered them — a chat turn, a self-heal, a manual save, or a revert.

Append-only history
Nothing is overwritten. Every meaningful state is preserved so you can compare and revert.
Honest provenance
Snapshots are tagged by trigger so you know whether the AI, a heal, or you made the change.

Self-healing when a build fails

Compiling a real game project doesn't always succeed on the first try. When a build fails, the Architect can read the compile log, reason about the error, and attempt a fix — then rebuild. It's a credit-checked, bounded loop, not an infinite retry, so a failing build gets one honest repair attempt rather than silently burning your balance.

Reads the actual error
The self-heal step works from the real compile log, not a guess about what might have gone wrong.
Bounded and metered
Healing is credit-checked and limited, so recovery is predictable instead of runaway.

Metered so you stay in control

Architect actions consume credits, and the cost is tied to the work: a chat request starts around 20 credits, a compile is 10, and heavier jobs cost more. Your plan includes a monthly credit pool, and you can top up when a project hits a busy stretch. You always know roughly what a request will draw down before you send it.

Cost follows the work
Small edits cost little; large generations or heals cost more. Nothing is hidden.
Shared team pool
Credits live at the organization level, so your whole team draws from one balance.
How it connects

The Architect feeds the rest of the workspace.

Everything the Architect does lands in the same Game Design Document that powers the Scene inspector, the asset studios, and your playtest builds. Edit in chat, inspect the result in Scenes, and play it in the browser — one source of truth, no copy-paste between tools.

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