Frequently Asked Questions
Quick answers about building games with Oryn
General
Describe the game you want to build. Oryn plans the core loop, edits a real Godot project, exports a playable preview, and keeps iterating with you through chat.
Oryn builds real Godot projects with scenes, scripts, assets, input, UI, and export settings. The first result is usually a playable prototype, and you can keep refining it into something bigger.
No. You can build from plain English. If you do code, you can still inspect and edit the generated Godot files directly.
Oryn is best for indie-scale games: platformers, cozy games, racers, shooters, puzzle games, survivors, arcade games, 3D worlds, mobile-first games, and experimental prototypes.
Both, but the product is centered on indie devs and small teams who want to move from idea to playable quickly without setting up the whole toolchain by hand.
Technical
Oryn creates Godot projects. That means the output is not locked to a black-box editor; it is a real game project you can export, inspect, and continue editing.
Yes. Export is a core part of Oryn. The plan is for all tiers to support exporting Godot projects and targeting web, desktop, mobile, and VR workflows.
The web preview is the fastest way to test the current build in your browser. It is not meant to be the only destination for your game.
Yes. Oryn can help build toward mobile controls, responsive layouts, controller input, and VR/XR project structure. You can still export the underlying Godot project.
Yes. Oryn is designed around real project files, so you can use the generated source as a starting point and continue manually when you want deeper control.
Assets
Yes. Oryn can generate and import assets, then wire them into scenes, UI, audio, and gameplay instead of leaving them unused in a folder.
Yes. You can upload images, audio, models, and other supported game files, then ask Oryn to place or connect them in the project.
Oryn can use bundled game-ready libraries for prototyping, including common models, UI glyphs, textures, sounds, and modular level pieces.
Not a different library — a bigger budget. Every plan reaches the same asset library and the same generators; credits are what limit how much you generate, and Max gives you more of them.
Pricing
One credit is one AI run: your prompt, the changes it makes to your Godot project, and the build it produces. Generated assets come out of the same balance.
Monthly credits reset every billing month, counted from your first purchase — on a yearly plan too, so you get the same monthly allowance twelve times rather than once. Extra credit packs work differently: they never expire, and they are only spent once your monthly credits run out.
Yearly costs ten months instead of twelve, so two are free. Everything else is identical: the same plan, the same monthly credits, and the same features. Monthly is the safer start — you can move to yearly from the billing portal whenever you are sure.
You can wait for credits to reset, buy an extra pack, or move to a higher plan. Higher plans are meant for longer chats, larger edits, more asset generation, and more ambitious games.
Yes, from the billing portal — no notice period and no minimum term. A monthly plan is cancellable month by month and runs to the end of the month you have paid for; a yearly plan runs to the end of the paid year. Neither renews after you cancel, and extra credits you already bought stay on your account.
Yes. The price you see is the price you pay — VAT is already included, and the total at checkout matches the plan card.
Max is Oryn Pro at a larger volume: five or twenty times the monthly credits, at a better rate per credit. Max plans can also add a Steam page link to a published game.
No. Export should not be the Max feature. Oryn's core promise is that you can build and export games. Max is for doing more of it, faster and at larger scale.
Yes. Oryn is built for projects you can keep, export, and publish. Always check the license of any third-party assets you import.
Support
Oryn keeps project state and build history so you can recover from bad iterations. The goal is to make experimentation feel low-risk.
Ask for a smaller change, switch direction, or use the project files to inspect what happened. Oryn is strongest when you iterate in clear, testable steps.
Yes. You can share playable builds, clone projects, rename them, and keep multiple experiments moving from the gallery.