Questions, answered
Can't find yours? Ask us.
General
What is Volt?
A game engine for slots: one app for a game's board, symbols, features, math, art, timing and the package you upload, in four workspaces (Studio, Build, Math and Ship) with an agent beside you in each.
Who is it for?
Slot studios and solo developers, especially those shipping to Engine. Artists and mathematicians use it too: Studio and Math are workspaces of their own.
Do I need to write code?
No. You change a game through settings, slots and steps, and the agent works the same way. If you do write code, a game's front end and math are ordinary projects underneath.
Is Volt related to Unity or Framer?
No. Volt is independent. It borrows the calm, workspace-based look of modern design tools and the play, pause, step and override model of game engines, because so many people already know both.
The beta
How do I get in?
Join the waitlist and answer a few questions about what you're building. We invite studios in small groups and use those answers to decide who goes next.
What does it run on?
The beta is a Mac app. A browser version comes after it.
What does it cost?
The studio is free during the beta. Making art uses credits (✦), and every model and step shows its price in credits before anything runs. See pricing.
Engine
Will my game pass Engine's review?
Ship checks the requirements Engine publishes (the game definition, the math, the art slots, the number font, the game build) before you export, so those won't surprise you. Review also covers things only people can judge, like quality and originality.
Can I make a social casino version?
Yes. The rules, pay table and bet-mode texts are written twice, and the social version uses the wording social casinos require.
Can I play the export before I upload it?
Yes. An export plays exactly as it ships: its own front end against its own math files.
Is Volt affiliated with Engine?
No. Volt is independent and isn't affiliated with Engine or its owner.
Math
Where does the math run?
On your Mac. Simulation runs locally, so nothing about your math is uploaded anywhere.
How many rounds should I simulate?
Engine expects 100,000 to 1,000,000 rounds per bet mode. Quick runs of a few thousand are there for reading changes while you work.
Can I bring a game I've already made?
Yes. Laser Bear and Buddy, our own games, came in that way: Build plays each one's own front end against its own published books.
Art and credits
Do I have to generate art?
No. Import your own stills, Spine exports, fonts and sound. Generation is there when you want it.
Which image models can I use?
OpenAI's GPT Image models, plus Nano Banana, Nano Banana Pro, Seedream 4 and FLUX Kontext Pro. Each shows what it's good at, how many references it takes and its price in credits.
Which AI runs the agent?
You choose, per chat: models from several AI makers, fast and cheap ones for lookups and small edits, and deeper ones for big reworks. The picker under the prompt shows what each is good at and about what a message costs in credits.
Does the agent spend my credits?
Never on its own. It builds the workflow, shows Run with the cost, and waits for you to press it.
Which Spine versions work?
Exports from current Spine versions, JSON or binary with their atlas. If a file doesn't import, send it to us.
What if a symbol has no animation?
Give it motion in Studio: presets, or your own keys for scale, rotation, lift, opacity and glow.
Ownership and data
Who owns what I make?
You do: your games, your art, your math and your exports.
Where are my files?
On your Mac. Games, asset sets and exports are folders on your disk.
What do you do with my waitlist answers?
Read them to decide who to invite and what to build. See the privacy notice.