How the Studio Works
Describe a game to Staky, approve its plan and preview, and it builds the game for your page. What each kind of game does, what players can pick, and how to ask well.
The short version
The studio is where you make your own arcade on Superstake: a page with your name, look and games.
- Tell Staky what you want. Staky is the studio's AI. Describe your game in a sentence or two, and attach art if you have it.
- Staky plans it and draws a preview. You see what the game is, how a round plays, and what it will look like.
- You approve, Staky builds it. A build usually takes 5–7 minutes. You can keep editing or leave; Staky tells you in the chat when it's done.
- Play it, then publish. Try it for free, change anything you don't like, and publish when it's ready.
Nothing is built, or charged for building, until you approve the plan.
Your page
Everything players see lives on one page you edit in the studio:
- Name and pitch: the title and the line on your arcade card.
- Logo and banner: upload your own, or ask Staky to draw them.
- Colours: your page's palette, applied as you pick it.
- Tiles: the art drawn on the platform's ready-made games, so they look like yours.
- Games: your own game, plus any ready-made games you switch on, in the order players see them.
Save and Publish
- Save keeps your edits. On a draft, nobody sees them yet. On a live page the button says Save and update players, because players get the change straight away.
- Publish puts a draft page live for everyone.
Changing a live game
Your game is live and you want something different? Ask in plain words: "make the background night-time", "slow down the reveal", "add a fourth door". Staky builds a new version, usually in 1–2 minutes, and the old one stays live until the new one is ready.
Uploading your own game
Wrote a game yourself? Upload it as one HTML file and it plays in your arcade like any other. See Build your own game.
The three kinds of game
Every game on Superstake plays one of three ways. Staky picks the one that fits your idea, and you can ask for another.
Pick a path
What the player does: picks one option at every step. Some options lose.
- Each safe step multiplies the win. The fewer options that are safe, the bigger the jump.
- The player can cash out after any safe step, or keep going.
- Hitting a losing option ends the round with nothing.
Example: a haunted corridor of doors. Pick a door at each step; one of four hides a ghost. Survive five doors, or walk away with what you have.
Instant prize
What the player does: one play, and how it lands sets the prize.
- A table of prizes, from small and common to rare and large. The table shows each prize and its chance.
- Nothing the player does steers it. The draw decides.
- With several draws in one play, the prize is the average of them.
Example: a slot machine. One spin, and the symbols that land pick the prize.
Push your luck
What the player does: keeps drawing, and each draw multiplies everything won so far.
- A draw can be above 1× (the total grows) or below 1× (the total shrinks, even though the round goes on).
- A 0× draw ends the round with nothing.
- The player can stop after any draw and take the total.
- The house edge is taken once, from the final total, not from each draw.
Example: a potion. Each ingredient makes the brew stronger or weaker, and one makes it explode.
Which one fits?
- Your player chooses between things (doors, cards, tiles, paths): Pick a path.
- Your player makes one play and sees what it lands on (a spin, a drop, a throw): Instant prize.
- Your player keeps adding to a total that can grow or shrink: Push your luck.
Letting players choose
A game can let players pick before each round, right in the bet panel:
- A board. For a Pick a path game, for example how many mines are on the board, or an easy and a hard run. More danger means bigger multipliers.
- How many draws. For an Instant prize game, for example 1, 3 or 5 spins.
You don't need to set this up by hand. Ask Staky: "let players choose between 1, 3 and 5 mines". The plan card shows the choices before you build.
Fairness
Every game is provably fair. The platform decides each result from a seed it commits to before the round starts, and the game only shows what was decided. Neither its animation nor the player can change those results: where the losing spots are, or what a draw lands on. What the player does still decides what they take home, like which path they pick and when they cash out. Any round can be checked afterwards: see How verification works.
Tips for a good game
- Say what the player does. "A mines game: dig up tiles, avoid the bombs" tells Staky far more than "a fun game".
- Name a genre or a game it's like. "Like a slot machine", "like crossing a road".
- Attach reference art. A logo, a character, tile art. Staky uses it for the look.
- Say the mood. Spooky, cute, neon, retro, calm, chaotic.
- Ask for changes in plain words. You don't need any technical terms. Say what you'd like to see different.
What costs credits
- The plan itself is free.
- Drawing the preview (the Plan a game button), building the game and changing a live game each have a price, shown on the button before you press it.