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. Nemesis takes screenshots from several angles and measures them: brightness, contrast, how well walls and platforms read. A washed-out or unreadable scene fails, the lighting is corrected, and a new capture is taken.
It then runs a real playtest inside Studio: the character moves and jumps, the console is read, frame time is measured while the game runs. Errors are matched against a library of known Roblox fixes first, then corrected, and the test runs again.
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 the maps, characters or music of an existing game either. A request inspired by a known work produces an original creation, not a copy.
What it costs
Nemesis runs on monthly plans with a credit allowance, and every AI action spends credits. A full production — from idea to tested game — announces its credit budget before it starts, and you accept it once. 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?
A first playable version of a small game — an obby, a simple tycoon — is a matter of a few hours of automated work, most of it spent building, testing and correcting inside Studio. Larger games are built in successive productions.