Questions, answered straight
Including the ones with answers you might not want to hear.
Can I sell the games I make?
Yes. Fliper Studio exports a Windows build you can put on Steam, a signed Android app for Google Play, or a standalone file you can hand to anyone.
We take no cut of your revenue. What you make is yours to sell.
Who owns the game?
You do: the project, the generated art, the code, all of it. A real Godot project lands in a folder on your drive.
If you stop paying us, you keep everything you built. You just lose the assistant that helps you build more.
Do I need to know how to code?
No. You describe the game in plain English, and you adjust it the same way. "Make him jump higher", "the enemies are too fast", "add a boss at the end".
There's a code view for people who want it. Nothing forces you to open it.
What does it run on?
Windows at launch. It installs like any other desktop program, and the Godot engine comes bundled, so there's nothing else to download or configure.
macOS is planned after launch. It needs a separate signing and notarization pipeline, and we'd rather do one platform properly than two badly.
Does it work offline?
Partly. Editing, playtesting and exporting all run locally on your machine, so those keep working with no connection.
Generating new content, whether art, code or levels, needs internet, because that part runs on our servers.
How much will it cost?
Credit pricing isn't fixed yet, and we'd rather say that than post a number we'll change. The shape is decided though, and it's this:
The app is free. Downloading it, editing, playtesting, exporting and publishing all run on your machine and cost us nothing, so we don't charge for them. No subscription, ever.
AI generation runs on credits, because it burns real compute every single time. A one-time payment paired with unlimited generation is a promise that gets quietly broken later, so we'd rather not make it.
New accounts start with free credits, enough to take a first game to a finished build. Founding Members lock their credit rate permanently.
What happens if I run out of credits?
The AI stops. Everything else keeps working: open your projects, edit them by hand, playtest, export a Windows build, ship to Steam or Google Play.
You can never be locked out of work you already made. That's the point of installing on your machine instead of living on a website: your projects are real Godot projects in a folder on your drive, and they'd survive us disappearing entirely.
How does the October beta work?
A small group, invited from the waitlist, with a direct line to the people building it. Limited seats, because the point is to read and act on what testers say.
Join the waitlist and tick the beta box and you're in the running.
Can it make 3D games? Multiplayer?
Not at launch, and we'd rather be blunt about it. Fliper Studio does 2D single-player games.
The reason is quality, not laziness: a narrow set of genres tuned until they feel good beats a wide set that all feel generic.
Do I still need a Steam or Google Play account?
Yes, and it has to be yours, not ours. Store accounts, fees and review belong to the store.
That protects you as well as us. Publishing everyone's games under one account is how a single policy violation takes down every game at once. Fliper Studio prepares the build and the store files and walks you through submitting them.
Details on what Steam asks for are in this post.
Will the games be any good?
Honest answer: that's on you and on us, in that order.
We can guarantee your game runs, feels responsive, and exports cleanly, because the behaviors underneath are hand-tuned rather than invented on the spot. We can't guarantee your idea is fun. No tool can.
Still curious?
Join the waitlist and ask us directly. Every reply during beta comes from someone building it.
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