What happens between your idea and the game
A game is not a pile of scripts. The full chain goes from the idea to a specification, then to a world built in Studio, to the code of the systems, to a visual check, to a playtest and to the correction of the errors found.
Each step depends on the previous one. Perfect code on an empty world is not a game, and a superb world without systems is just scenery.
- Understand the idea and turn it into a game specification.
- Decide the art direction and the atmosphere.
- Build the world: zones, landmarks, circulation, gameplay objects.
- Write the systems: progression, saving, economy, combat, depending on the genre.
- Look at the result on screenshots and correct what is not readable.
- Playtest, read the console, fix the errors, play again.
How to describe your idea
A useful description fits in a few sentences and answers three questions: what does the player do, why do they come back, and what does it look like.
The details that change everything: the genre, the target platform (phones impose choices), the atmosphere, and what you do not want. Saying "no currency and no shop" avoids an entire system that would have served nothing.
- "An obby in the clouds, successive stages, moving platforms, checkpoints, playable with a thumb."
- "A factory tycoon: you buy machines that produce, offline income capped, no PvP."
- "A horror game in one house, a chaser, four items to find to get out."
What the AI checks before it calls the game done
A game is not finished because the code compiles. In a complete production, Nemesis takes screenshots — the whole map, each place, the spawn — and measures them: exposure, contrast, saturation, and whether the map is left empty. Each genre has its own lighting thresholds. A washed-out or too-dark scene fails, the lighting is corrected, and a new capture is taken.
It also runs a short playtest inside Studio, about twenty seconds with one player: the character moves, jumps and heads to the key places, server and client logs are read, frame time is measured while the game runs. Errors are matched against a library of known Roblox fixes first, then corrected — up to two rounds.
What the AI does not do for you
It does not decide whether your game is fun. It does not replace publishing, moderating your community or the release on Roblox — those stay in your hands and under your account.
It does not copy an existing game either. It takes inspiration from its mechanics and can reuse free kits other creators publish, but never the map, the characters or the music of an existing game: a request inspired by a known work produces an original creation.
What it costs
Nemesis is a one-time purchase: Nemesis Lifetime, €97 at the launch price (€117 after the launch offer), lifetime access, updates included. The AI work runs on your Claude or ChatGPT subscription, billed by its provider. Nemesis stays within that subscription's usage limits (the 5-hour window and the week), stops cleanly when a limit is reached and resumes when it resets. Custom images and 3D models are optional, with fal.ai and Meshy keys in your name. Reuse is preferred to generation at every step, because the cheapest asset is the one you already have.
One honest note for English readers: the interface and the assistant's replies are in French today, and the Desktop app that talks to Roblox Studio runs on Windows.
Frequently asked
Do I need to know how to code?
Not to get a playable game. Yes, a little, if you then want to change precise rules yourself — and the produced code is readable and commented for that.
Is the game mine?
Yes. The project is built in your Roblox Studio, under your Roblox account, and published by you.
How long does it take?
We do not publish a figure we have not measured: it depends on the size of the game and on the usage limits of your AI subscription. What does not change is the order — the whole game in one pane, then what you add, message after message.