How Clevoir works
Plan, build, repair, preview, and publish, in that order.
Not a template
Clevoir does not fill in a genre kit and call it your game. It reads your sentence, writes a Godot plan against the current engine, then writes project files: scenes, scripts, UI, and the art the plan named.
After the first files exist, a repair pass boots the game, looks at what broke, and fixes it before you are asked to play. Ready art is pinned into that pass so generated meshes actually show up in the world, not as unused files next to grey boxes.
Why a first build takes time
A first build is a long session: plan, code, art, export, play, repair. That is why the product talks in tens of minutes, not in a snack-length wait. Small edits after you have a game are faster than the first hour.
Plan, then build
Plan turns propose. They should not silently start writing the wrong engine. Build turns change the project. You can keep reading the plan while the build is in progress. See Plan phase.
Built on Godot
New Clevoir games are Godot 4.6.1 games, 2D and 3D. The code panel shows those files. Preview and publish are Godot web exports. Clevoir injects its own boot overlay so the first frame you see is Clevoir, not the engine splash.
What that means for you
- Specific prompts beat vague ones. The agents act on what you wrote.
- Iterate in small steps once a playable game exists.
- If a run finishes with files but a bad preview, say so in chat and keep going. Silence or a fake success is worse than an honest repair.