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AGI IS HERE 1.1.0: Room Studio
AGI IS HERE 1.1: Room Studio. Edit every room and character by hand, with the AI beside you, in real AGI resources. Live at https://agi.monotio.com.
Room Studio
- Three lenses on one picture. Art is what the player sees, Depth is what stands in front, and Walk is where the hero can go. Every item is a few real AGI drawing steps, and a scrubber replays the picture step by step.
- Selecting and editing works the way vector editors do. A drag draws a box, a drag on the selection moves it, Shift adds, and Group (⌘G) and Ungroup (⇧⌘G) join and split items. Points are edited with the Point tool.
- Moves behave predictably. They stop at the picture's edge, and whole items move with their depth and walk lines. Edits may re-pour other items' fills; the effect is reported, not refused.
- The Walk view. Test walks run in the real engine, doors can be wired, and Play here drops you into the game. A walk can be cleared with Clear or Esc.
- Ask about this selection. The connected AI proposes a change you see before and after, with any spill-over outlined, and you accept or reject it. It works under your lens locks.
- Watch it paint itself. Share turns a picture into a clip of it drawing, or a still.
Sprite Studio
Edit characters' loops and cels with a live preview at game speed, a drawing backdrop, onion skin and mirrored loops.
Studio for everyone
- ⓘ explainers name every control in a word or two.
- A first-run tour and Help topics cover the essentials.
- Lock chips say what they hold, e.g. "Depth & walk lines".
Reference art and the AI
- Uploads reach the AI as handles. It opens the ones it needs with
view_reference, at the working size by default. You can attach art in Studio Ask. - The assistant can't propose a change that draws nothing, and it can withdraw a proposal it would tell you to reject.
- Claude Sonnet 5.5 is added beside Opus 5.5 and Fable 5.1.
- The prompt cache stays warm. Transcripts are append-only, and the tool catalog and system prompt keep a 1-hour cache entry.
- Paid evals need both
--liveand--budget-usd.
Play and history
- The World map is readable. It has an Expand view and room details in place, and the selection follows the room you're in.
- Seeking keeps what you were doing: playing stays playing, and paused stays paused.
- Start over is marked and undoable while the new run is young. It refuses rather than lose unsaved timeline.
- Exit during a game window keeps the last save point.
Trust and craft
- Saved, installed and current mean what they say (
projectTransaction.ts). Cross-tab edits and removals are handled. - Home loads no authoring code. The bundle budget measures what Home really loads: 556.9 kB of 575 kB gzip.
- The deploy check proves the live site serves this run's build: its commit and asset digests.
- Plain, short copy throughout, enforced by lint rules.
Compatibility
Released 1.0 saves, exports and history stay readable. The frozen archives in app/test/formats/ are unchanged, unknown versions are refused without rewriting, and resource and profile identities are pinned.
Release PRs into release/1.1
- rc.1–rc.7: #42, #43, #44, #45, #46, #47, #48.
- 1.1.0 QA and fixes: #49, #50, #51, #52, #53, #54, #55, #57.
Release PR into main: #56, plus the test-only hotfix #60.
Checks
The deploy is verified by build identity: the live index.html carries commit 7951f29 and every entry asset matches the CI artifact's SHA-256. The browser suite then ran against the live site. CI is green on every PR above, including four Chromium shards, the phone and desktop WebKit lanes, and the production-artifact lanes. The full local suite with private game fixtures also passes.
🤖 Generated with Claude Code