Plan mode puts a checkpoint between your prompt and the heavy build work: the AI first proposes a plan — what it will make, how the mechanics fit together, the art direction — and only starts building when you approve.

Turning it on

Plan is one of the three options in the run-mode picker in the prompt composer, on both the Dashboard and the Studio:
  • Build — the default. The AI gets straight to work.
  • Plan — the AI proposes first; you approve before anything changes.
  • Loop — the AI builds and improves on its own against a credit budget.
Pick Plan for any prompt where you want to see the approach first. You can also just ask in text: “plan this out before building.”

The approval flow

1

Plan arrives

The plan appears in the chat (and as a full-screen plan view for bigger plans). No game files have changed yet.
2

Adjust if needed

Reply with changes — “make it 2D instead”, “skip the boss fight for now” — and the AI revises the plan.
3

Approve & Build

Hit Approve & Build. The build follows the approved plan.

What plans cost

Plan turns are read-and-think only — no code is written — so they’re much cheaper than build turns. They’re billed like everything else (actual usage), and a plan is typically a small fraction of the build it precedes.

Free plan previews

A Free-plan account that has run out of credits can still describe a new game idea and get a plan for it without spending credits — see exactly what the AI would build, and refine it in chat. A daily limit applies to free plans. Building the plan into a real game requires credits: pick a plan or buy a top-up, and Approve & Build works as normal.

When to use plan mode

  • Ambitious new games — scope surprises are the expensive kind.
  • Big refactors — “restructure the level system” benefits from an approved plan.
  • When you’re not sure what you want — plans are a cheap way to explore approaches; reject and re-prompt freely.
For small, well-defined edits, skip it — a direct build is faster.