Docs

How it works

No code, no setup. You write one sentence; PLAYABLE makes a phone game from it; you can launch it as a coin.

Three steps

  1. Describe. One sentence, a genre if you like, and your coin's picture if you have one.
  2. Play. About 30 seconds later the game runs in the phone on screen. Portrait, one finger. Ask for changes ("make it faster", "add a boss"); each change is a new version and the old one stays.
  3. Launch. Give it a name (the name becomes the ticker: Luna → $LUNA) and approve once in your wallet. Or publish it free, without a coin.

How to write a good prompt

Say three things: who you play, what comes at you, and what you collect or aim for. Name the things you want to see: each one gets its own painted picture. One sentence is enough.

  • Short works. Even one word ("Penguin", "Space") makes a game; a sentence just gets you closer to what you imagine.
  • Say how you control it if it matters: "swipe to change lanes", "hold to charge a jump", "drag to aim".
  • Keep it to one screen. Phone games here are quick: one level that gets harder, a score, and a game over. Story chapters, menus and online play are not made.
  • Pick a genre to steer the kind of game (Runner, Puzzle, Shooter…). Leave it empty and it is chosen for you.

What the reference picture does

Tap Add reference and choose your coin's picture (PNG, JPG, WebP or GIF). It becomes the game's hero: the character you play is painted from it, in the game's style. If you launch the game, the same picture is the coin's picture too.

No picture? Every character and object is painted from your sentence instead.

What happens at launch

  1. You choose a name (it becomes the ticker), a picture (your reference, or the game's own hero) and, if you want, a first buy in SOL.
  2. Your wallet (Phantom, Solflare or Backpack) shows one approval. Nothing happens until you approve it.
  3. The coin is created on pump.fun from your wallet, with the game's play link written into it, and the fee split is locked in the same approval.
  4. The game gets its own coin page with the live market, the score board and a Trade button.

Rather not make a coin? Publish without a coin signs one short message (no transaction, no cost) and lists the game on Explore under your wallet.

The fee split

PLAYABLE never holds your keys, your coin or your fees.

Daily limits

Each game costs real money to make (the AI that writes it and the one that paints it), so there are two limits, reset every day at midnight UTC:

  • 12 new games per person per day. Changes to a game you made count as new games.
  • 150 new games per day across the whole site. When it is reached the maker says so; try again the next day.

Playing, publishing and launching have no daily limit.

When a game fails to generate

  • It stops with "that one failed". Tap Generate again: each try is a fresh game, and most work on the next go.
  • It starts but crashes. The page asks for a fix by itself once. If it still breaks, tap Regenerate.
  • It plays, but not how you meant. Type the change in "Change something" ("the frog should jump higher", "fewer enemies at the start").
  • A picture looks wrong or is missing. The game still works (a missing picture shows as an emoji). Regenerate for new pictures.
  • "You have made 12 games today". That is the daily limit above; come back tomorrow.

Risk

Memecoins are risky and most go to zero. Only spend what you can lose. Solana mainnet, coins launch on pump.fun.