Lay out a playfield, wire its rules, hear it, and test-play it in the same window. A machine is data, never code.
What you build here is a definition — a layout, a set of devices, and rules over the events they raise. It is never a program. There is no scripting language to learn and no way to write one: rules run in a bounded evaluator with a fixed vocabulary of actions, and a published machine carries no code, no shaders and no uploaded files.
That is what makes somebody else’s machine safe to play, and it is why a machine built here runs unchanged in a browser and on a Quest 3.
If you already use Claude, Cursor, VS Code or OpenAI Codex, you can point it at your account and let it do the building. It starts from a working template, validates against the same checks this page runs, plays ten thousand headless balls to find anywhere a ball gets stuck, reads its own rules back in plain English, and saves the result here for you to finish by hand.
The tools run on your own computer — there is nothing to host and no address to paste anywhere — so it needs an assistant that can start a small program locally rather than one running in a browser or on a phone. The tools are free to download with any account, and the offline half of them needs no key at all; a key, which is what lets them save to your account, is part of Pro.
The Builder opens for anyone, signed in or not, and creates nothing until you ask it to — it is a place to sit and try something. Publishing a machine so other people can play it is what Pro adds, and a published version goes through review before it appears on the arcade.