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 and off

The Plan toggle (lightbulb) sits in the prompt composer on both the Dashboard and the Studio.
  • New games start with Plan on by default — first builds are big, so a checkpoint before the spend is worth it.
  • Follow-up edits default to building directly; flip Plan on for any change 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

Type modifications into the plan card — “make it 2D instead”, “skip the boss fight for now” — and they’re folded into the plan.
3

Approve & Build

Hit Approve & Build. The build runs on your selected model and 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), but a plan is typically a small fraction of the build it precedes.

Free plan previews

On the Free plan, you can generate plan previews for a new game idea without spending credits — describe your game and see exactly what the AI would build, including a visual preview of the direction. Building the plan into a real game requires credits or a paid plan. A fair-use daily cap applies to free previews.

When to use plan mode

  • Always for new games (the default) — 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.