A single recursive world,
spoken into being by its players.
Type a sentence. A generative model builds you a place inside Roblox. Walk to its portals. Each one mints a new space the same way. Up to eight levels deep. Every room remembers its parent.
methodology
Every space is a JSON schema produced by a large language model (Anthropic Claude via OpenRouter, with per-user API sub-keys so costs are isolated and traceable). The schema describes terrain, parts, lighting, NPCs, mechanics — all composed from a small primitive vocabulary the LLM is taught: parts can carry tags; rules attach to tagged things; triggers fire actions. From those primitives the model invents lava floors, moving platforms, click-to-collect shops, chat-activated cheats — without us writing any of those features by hand.
A separate Haiku pre-pass researches each prompt into a short design brief (references, must-have assets, atmosphere, mechanics) before the heavy model fires. The room reads "abandoned hospital at dusk" because the brief said so, not because the LLM hallucinated lucky.
A long-running indexer crawls Roblox's catalog (~20k assets and growing), backfills descriptions, learns which assetIds load successfully via InsertService (self-healing — failed IDs get marked unavailable), and ranks them per-prompt. When the Roblox server loads a pack it enumerates the pack's children and ships them back to the indexer so future generations can target individual meshes inside a pack, not the whole 80-mesh blob.
Each generated space lives in its own reserved Roblox server. No two spaces share a workspace, so they can't collide. The hub is a small public lobby; obelisks teleport you in.
ethos
I have a sister and a small circle of best friends whose kids are squarely in the Roblox demographic. Watching what they actually play — and how thin a lot of it is once you scratch the surface — broke something open for me.
I spent the last several years in crypto. That's behind me. I'd rather spend the next chapter making things that the children of people I love can have fun with, and that respect them enough to be actually well-built. Most things they touch are designed to farm attention; I want this one to feel designed to spend attention well.
And — those who can't do, teach. So while I'm building, I'm also writing down enough of how that the brighter folks coming up behind me have something to riff on. Code is open where it can be, methodology is public, the indexer is live and inspectable.
mission
Make a single Roblox experience that feels like a doorway. You arrive, you speak, a place exists. You walk to its edges, you find more doorways, each one's a new place, each one's yours. All the spaces in the tree connect. Every generation teaches the catalog. The whole thing gets better the more it's played.
Not a tycoon. Not a roleplay game. A reusable engine for any game-shaped wish a player can write down.
vision
This part isn't "someday" — it's already what happens. You describe a whole genre — "an idle clicker where you brew potions for forest spirits" — and the system assembles the loop: mechanics (the rule engine composes them from primitives), art (drawn from a 20k-row self-healing catalog plus your owned packs), NPCs, atmosphere lighting, narrators, a way out (recursive portals to the next thing you dream up). It plays. It saves. Friends teleport into your space's reserved server when they touch your obelisk. The catalog learns from every load and every fail.
What's next: turning the tree itself into the artifact. Every recursive branch you grow stays linked to its parent and its root. Walk back through your lineage with /tree. Eventually those trees connect — yours plus every other player's, branching outward. The hub becomes the ground floor of an infinite tower nobody owns, where every door opens because someone, somewhere, wished it would.
Past that: an editor in chat (already partly here via /edit), free remixing — any kid can /remix <spaceId> someone else's public space into their account instantly (it's a zero-LLM clone, not a regen, so it costs us nothing), audio composition by the same LLM that builds the geometry, and — already shipping — a "your toybox" mode (/toybox) where the model only draws from assets you own or that we've curated, for cleaner generations.
for builders
The recommender plays favorites on purpose. It scores every candidate before handing the LLM a shortlist:
InsertService:LoadAsset fails, that ID gets a strike. Three strikes and it's unavailable forever — the catalog learns who shows up and quietly retires the no-shows.The whole thing is live and inspectable at the indexer dashboard — watch enrichment % climb in real time, see exactly which assets the LLM has to choose from for a given prompt, and check the receipts on what's actually been bought.
Pricing is transparent: cost-of-tokens × 10 markup, divided by the dev's share after Roblox marketplace + DevEx, charged in player Robux. The first generation per player is on the house — turning a stranger into a builder is worth more than the haiku tokens it costs us.