Guide

From download to your first batch.

What the app reads from your project, what to do first, and what leaves your machine. Every step here is how the app works today.

Step 1: Get the app.

Create an account, then start your evaluation from the account page. It is the whole app on one machine for 14 days, with a Seat’s 70,000 tokens of model time and no card. One per account. The download appears on the same page as soon as it starts.

There are two builds of the same app. The installer adds a Start Menu entry and a proper uninstall, and studio IT can push it silently with /VERYSILENT. The single .exe runs from wherever you put it. Neither needs administrator rights.

Windows will warn you the first time. The app is not code-signed yet, so SmartScreen shows Windows protected your PC. Choose More info, then Run anyway. To check your copy is the one we published, compare its SHA-256 with the one on your account page. In PowerShell, Get-FileHash prints it.

Step 2: Sign in from the app.

Open the app and choose Sign in with your browser. It opens this site in your usual browser. Sign in there the way you do here, choose Activate this machine, and you are sent straight back. The app never sees your password.

Each machine you activate uses one seat. To move to another computer, free the seat from your account page first. After that the app checks its licence every 14 days, not each time it opens, and keeps running for up to 28 days without reaching us. Making and retuning objects still need a connection, because both call a model.

Step 3: Choose what it works from.

The app starts on its built-in shapes, so you can make something straight away. A shape is the set of fields one kind of object has, and the normal range of each. To work from your own game, click Built-in shapes at the foot of the sidebar, or Open a project on the welcome screen, and choose one of these.

Built-in shapes
21 kinds of object, from weapons, armour and enemies to quests, recipes and loot tables. Each has a stated range for every tier, so there is nothing to set up. You copy the code out.
Your game project
Point it at your project folder. It reads your types from your code and your existing objects from your data, and measures where each tier’s values really sit. New objects then match what you have shipped, and can be written straight into the project. Retune needs this.
The demo project
Writes a small example game into an empty folder: 24 weapons across four tiers, plus status effects. The quickest way to try Retune before you point it at your own game.

Have a spreadsheet instead? Import a spreadsheet, under the message box, brings CSV or TSV rows in as a batch. They are checked, drawn and turned into all 10 formats like anything the app makes. Nothing is generated, so it uses no model time.

What it reads from your project

How the app recognises each engine, where it reads your types from, and what it writes new objects as
EngineIt knows it byReads your types fromWrites new objects as
UnityProjectSettings/ProjectVersion.txtC#.asset files
Unreala .uproject fileC++ headersCSV that a Data Table imports
Godotproject.godotGDScript and C#.tres resources
Anything elseNothing: this is the defaultC#, C++ headers, TypeScriptJSON

Your existing objects are read from JSON, YAML, CSV, TSV, Godot .tres and Unity .asset files. Unreal’s own .uasset files can only be written by the editor, which is why new Unreal objects come out as CSV. Folders that hold only build output, like Unity’s Library and Unreal’s Intermediate, are skipped. Each engine has its own page with the exact files: Unity, Unreal and Godot.

Step 4: Make a batch.

  1. Pick the kind of object in the picker beside the message box, and how many: one to twelve a run. The 2D and 3D switch says which you are making: sprites and icons measured in pixels, or assets measured in metres.
  2. Describe them in a sentence and press Forge, or Enter.
  3. Read the cards. The line under each name says how many of its numbers sit inside their tier. Every number has a ruler: the band is the tier’s range and the needle is the value. On built-in shapes the band is the stated range. On your project it is where 90% of that tier’s existing objects sit.
  4. Change anything. Click a number to type a new one, or drag its needle. CtrlZ undoes.
  5. Take the code. Pick one of the 10 language tabs and copy the batch. With a project open, Save to project shows every file it would write, and whether each one is new or replaces one, before anything is written.

The icons and 3D blockouts are drawn on your machine from each object’s id. They are free and the same every time. An image render is different: a model makes it, so it uses model time, and only when you ask. Each one is kept on disk, so the same object never costs twice.

Enter
Run
ShiftEnter
New line
CtrlK
Commands
CtrlZ
Undo

Step 5: Retune what you shipped.

Retune changes objects that already exist, so it needs a project open, or the demo project.

  1. Switch the top bar from Make to Retune, then pick the kind of object and the number to move.
  2. Say what changed, in a sentence. For example: We changed the damage formula. Rescale everything and keep the tier curve intact.
  3. Read the plan. It shows each tier’s old range and its new one, and every object’s value before and after. Nothing is written until you apply.
  4. Apply. The app changes that one value in each object’s own file and leaves the rest of the file alone. It cannot undo that from inside the app, so commit or stash your project first.

The model only proposes each tier’s new range. Moving every object into it is plain arithmetic, the same for every object in the tier, so each one keeps its place: the strongest stays the strongest, and nothing overtakes anything. That is also why a bigger project does not cost more: the model is shown the ranges, not the objects. Try it on the demo

What leaves your machine.

Your project is never uploaded. The app reads it on your machine and sends only what each request needs: your sentence, the fields of the kind you picked, and the few existing objects it has to match. A retune sends each tier’s range rather than the objects in it.

On your plan’s model time, requests pass through our servers, which count the tokens and keep the count, not the content. Save your own key in Settings instead, Anthropic for making and retuning or Gemini for image renders, and those requests go straight to that provider without touching your plan. The FAQ and the privacy policy say more.

Try it on your own project.

The evaluation is the whole app for 14 days, with no card. If you would rather look first, the demo is a saved run with real objects and code, and needs no account.

Open the demoTalk to us about seats