SunFoxStudios Creator Studio

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Generate

Roll a whole cave system from intent — chambers, connections, dressing — then refine it with the Sculpt verbs. It writes the same recipe; Undo brings back whatever was there before.

Layout
Theme
bakes at preview 64 for fast first sight — raise the resolution in Sculpt when the layout looks right

Tip: preview 128 makes generation land in a couple of seconds; Cutaway ~40% shows the whole layout like a map. Every roll is different — click again until one speaks to you, then sculpt it.

Sculpt

Shape the space. Every change rewrites the environment's recipe and the engine regenerates the cave — what you see is exactly what the game will generate.

Shape

Structure verbs

Blobs and carves are entries in the recipe — rerolling or resizing the cave keeps them. Click one above to move and resize it.

Tunnels

Sketch a gallery

Draw a stroke — it becomes a flat-floored gallery melted into the cave (top-down view; the cave center is the middle of the pad).

Rebuild

Preview

View

Materials

What the cave is made of. Choices apply to the whole cave today; painting regions comes later.

Apply

Wall
Ore

Floor

Material

Growing on the ground

Hanging from walls & ceiling

Texture library

Every PBR material the engine ships (albedo + normal + roughness). Click one to inspect it on the cube — drag the cube to turn it.

later

Paint regions — floor vs. ceiling vs. veins: different materials for different parts of the cave, each region part of the recipe.

Surface brushes — paint a zone by stroke; the stroke becomes a region shape, so it regenerates with the cave.

Material editing — author new block materials (textures, properties) without leaving the tool.

Assets

Structures from the game's blueprint library, placed on your cave floors by rules — count per blueprint, random floor points, random facing. Placement is part of the recipe: it rerolls, undoes, and saves like everything else.

In this cave

Imported assets

Everything you've generated or imported. Blueprints place via + Place; model blocks appear in the scatter/hangings palettes. 🗑 deletes the files permanently; ☁ publishes to the cloud library.

Creatures (rigged)

The game's rigged GLB entities — click one to stage it with its animations playing (Rebuild returns the cave). Pick an animation from the row that appears.

Blueprint library

Generate with Meshy

Describe it; Meshy makes the mesh (1–4 minutes, uses your Meshy credits), then it lands below ready to voxelize.

Import mesh → blueprint

Pick a GLB (AI-generated or downloaded), choose resolution and material — it's voxelized in the browser and saved as a real blueprint, instantly placeable and previewed on the render stage.

Coloring
Material
Glow
Particles
later

Creatures & rigged assets — GLB models with bones and animations (the vendor asset lane), placed and configured here.

Library

Every environment is a folder of game content — what you save IS the shipping format, byte for byte. New environments are born dev-only, invisible to the real game until published.

Environments

Create

Checkpoint

Edits autosave continuously (nothing is ever lost). The checkpoint is your explicit safety line: Save moves it here, Revert returns to it.

Cloud library (backend POC)

The doc-10 backend, first contact: publish assets from the Imported shelf (☁ buttons) into a Supabase catalog + storage; install them back into the Contentstudio mod here. Bakes/publishes/installs also post telemetry events. Setup: backend/schema.sql in the Creator Studio tool repo (3 minutes, two env vars).

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Dashboard

The four question families (doc 11): activity & adoption, content production, AI usage, health & friction — SQL views over telemetry, visible to reviewer/manager roles.

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Help

How this tool thinks.

The document

You are editing a recipe, not blocks. The recipe lives in the environment's own game files; the engine regenerates the cave from it after every change. That's why Reroll is safe (new randomness, same design), why nothing you do can drift from what ships, and why every edit is undoable.

The render window

Drag to orbit · shift+drag or middle-drag to pan · wheel to zoom · Home to reframe on the cave (also resets pan). The game window only renders; all editing happens here.

Preview scale

Work at 64 for ~1-second feedback while sculpting; switch to 192 to see full preview quality. The recipe is identical at every scale.

Diagnostics

About

SunFoxStudios Creator Studio — professional content creation for Everdeep.

Standing on the engine

This tool exists because the Everdeep engine was built right. Its worldgen is shape-in, voxels-out: environments are small Lua recipes over a powerful SDF/CSG shape language, and the engine turns them into worlds. Blocks, materials, particles, creatures and whole mods are data, not code — JSON and GLB files the engine picks up by convention. That degree of data abstraction is rare, and it is what made a live, web-based creation studio possible in days rather than months. Credit where it belongs: Fundy (Floris) and his team built that foundation.

The strategy

"Don't outsource your success." Content creation power belongs in-house and with trusted partners — the studio removes friction instead of delegating the craft. It was built bottom-up: every rung (render, orbit, bake, verbs, assets) proven on screen before the next, with decision records for every engine-level finding.

Found along the way

Building against the real engine surfaced a handful of items now documented for the engine team: speed polish (the editor's bake loop went from minutes to ~1 second — parallel chunk sweep, release-build bake, fast chunk discard, stripped editor boot) and a few bugs (ambience-zone fog values never reaching the shader, a dead sky-color field, the chunk vertex format's tiling limit, a disposal-docs mismatch). All recorded as decision records with measurements.

How it works

You edit a document, never voxels and never raw files. Every slider, verb and placement is a small change to a compact recipe; the engine rewrites the environment's Lua parameters from it and regenerates the cave in about a second at working resolution. The game window is the truth renderer — what you see is the real pipeline, not a preview approximation. Everything is undoable, reroll-safe, and saved as ordinary game content in the Contentstudio mod — never in core assets. Imported meshes (including AI-generated ones) become real blueprints, model blocks with their own materials and effects, or rigged, animated creatures.

Who it's for

Today: vendors, network partners and contractors — the L1 studio tier with the full toolbox. The same protocol powers the in-game god mode (L2) and marketplace (L3) prototypes — press 🎮 IN-GAME VERSION on any page to see the player-facing face of the exact feature you're using, live on the same engine.

Where it's going

The studio's library connects to a backend: identity and accounts, an asset catalog with versioning and moderation, and cloud storage — so partner content syncs instead of shipping by hand. Around it: telemetry (what creators build, where they struggle, what players love), knobs (live tuning and feature flags without patches), the UGC pipeline (player creations flowing through the same validated document format), the marketplace (dens, items, creator-den exclusives, partner currencies), and a Steam interface for distribution, identity and community integration. One protocol, many clients — the game stays the game.