1. Place Objects
Add physical objects, scene objects, collectibles, hazards, platforms, triggers, particle fields, or drawn physics lines.
Complete help
Controls, right-side level menu options, object physics, object game behavior, dedicated game-settings guides, joints, and machine-building workflows.
Start here
The editor flow is simple at the top level: place objects, tune how they behave, connect systems, then play and refine.
Add physical objects, scene objects, collectibles, hazards, platforms, triggers, particle fields, or drawn physics lines.
Use object settings for body type, density, friction, restitution, sensors, scale, rotation rules, and collision precision.
Use game settings for targets, goals, collecting, damage, creation timing, interaction, character controls, and trigger behavior.
Add joints, motors, advanced paths, groups, physics lines, one-way platforms, or systems that move objects over time.
Use trigger zones and chips to turn contacts, timers, motor limits, object values, and events into changes elsewhere in the level.
Switch into play mode, watch the machine run, then return to create mode and adjust the exact object or system that needs work.
Level type walkthrough
The level type changes the solve-mode contract: whether the player builds a machine, interacts with a prepared scene, or controls a platform character.
The player starts in create mode and assembles a solution machine from the available objects. This mode is about choosing the right parts, positioning them, rotating and scaling them, adding joints, and then testing whether the machine can complete the objective.
Budget is central here. User-owned solution objects are counted by the solution-cost system. Object type, subtype, texture price, scale, static or kinematic body type, and joint settings can all increase the final cost.
Use this type when the puzzle should be solved by construction: bridges, launchers, chain reactions, moving platforms, weighted mechanisms, motorized arms, or machines that the player must design under a budget limit.
The level is mostly authored in advance, and the player solves it by interacting with configured objects. Touch settings decide whether an object can be dragged, whether touch applies force or torque, whether a motor starts on touch, or whether touch activates destruction and trigger-zone logic.
Touch levels still use the same physics and object-game systems, but the important question is not what the player builds. The important question is which objects respond to direct input and what chain reaction that input starts.
Use this type for switches, timing puzzles, tap-to-release mechanisms, drag puzzles, touch-controlled hazards, and levels where a small number of meaningful player actions should start a larger machine.
The level becomes a platform-style challenge. One object can be marked as the main character, and other objects can be marked as platform ground so the character knows when jumping is allowed.
Platform Settings control the feel: can jump, continuous jump, secondary jump controls, jump force, second jump force, move force, air force, down jump, checkpoints, recreate-on-destroy, and what happens when the main character dies.
Use this type when the solution depends on character movement, timing jumps, collecting items, avoiding hazards, activating triggers from the character, and keeping the camera focused on the playable object.
Build mode
Build To Solve levels can limit how expensive the player's assembled machine is allowed to be.
The solution cost is calculated from user-owned objects placed for the solution. Each object starts with a price from its type, subtype, or texture, then scale changes increase the cost. Static and kinematic bodies can cost more because they are stronger building pieces.
Joints add their own cost on top of the object price. Motors, torque, speed, force, looped motors, pin-to-wall behavior, and distance-joint length can all make a machine more expensive.
The budget panel shows the current solution cost against the level budget. When the solution goes over budget, the cost is highlighted so the player can see that the machine needs to be simplified.
If the solution cost is greater than the level budget, the player must remove parts, reduce scale, simplify joints, or choose cheaper objects before the solution is accepted.
Object Settings Help
These settings decide how the selected object behaves as a physical body.
Dynamic bodies react to gravity and forces. Static bodies do not move. Kinematic bodies have infinite mass and are moved by velocity settings.
Increases or decreases object scale. Larger bodies also have more mass.
Higher density gives an object greater mass, making it harder to move.
Controls bounciness. Higher restitution is more elastic, lower restitution is less bouncy.
Controls how hard the object is to move or slide while touching another object.
Disables object rotation.
Sensor objects do not collide physically, but they still detect contact with other objects.
Hides the object from the visible scene.
For kinematic bodies, reverses velocity when the kinematic object collides with this object.
Multiplies force field strength so force values can be tuned more precisely.
Uses more precise collision calculation for the object. It is CPU intensive, so use it only where needed.
Selected object toolbar
When an object is selected, the bottom toolbar is rebuilt for that object. A normal object, color object, physics line, force field, jointed object, or selected group can expose different actions. Each row opens a dedicated page with a deeper explanation of that control.
The default settings button for most selected objects. It opens the physics/body settings for the selected object.
Appears when the object supports gameplay behavior. It opens object rules such as touch, trigger zone, chip, collect, platform, camera, filter, animation, gun, or propulsion settings.
Appears for color objects. It opens the main color-object editor for fill, stroke, alpha, labels, and visual state setup.
Opens the detail-layer settings for a color object, including overlays, texture/detail styling, and per-state visual detail configuration.
Appears in create mode when the selected color object has detail layers. It controls which color details are included, filtered, or edited for the current state.
Appears for objects that can move along an advanced path, especially kinematic non-scene objects. It opens path speed, loop, reverse, wait, rotation, activation, and path-completion trigger options.
Shows the joint list for the selected object. From here the player can add revolute, prismatic, distance, weld, or rope style connections.
Appears when the selected object has a configurable joint. It exposes motor, limits, loop, pin-to-wall, frequency, and damping settings.
When a physics line or one of its points is selected, the toolbar switches to line-editing actions for points, segments, curves, and line skins.
Enables or disables bezier behavior for the selected physics-line edit point, allowing curved line segments instead of only straight segments.
Controls segment-level editing on physics lines, useful when a single line needs different movement, material, or curve behavior per segment.
Removes the currently selected physics-line edit point without deleting the entire line object.
Force-field objects expose direction controls so the field can push, pull, or apply custom directional behavior to bodies inside it.
When several objects are selected, the toolbar focuses on group operations, copying properties, moving, deleting, and other actions that apply to the current selection.
Object Game Settings Help
These settings turn physical objects into targets, goals, collectibles, hazards, characters, timed objects, or gameplay devices.
Sets target or goal behavior. Targets must collide with accepted goals to complete a level.
Names an object so it is easier to identify inside the editor.
Selects which target objects a goal accepts. Multiple targets can be accepted.
Delays object creation after the level starts by the chosen number of milliseconds.
Hides the preview object in solve mode before the level starts.
Allows the object to be grabbed and dragged after the level starts.
Makes the camera follow the object when it moves.
Starts the object's motor when the object is touched.
Destroys the object when it is touched.
Sets how many points the player receives when the object is destroyed.
Enables staged object damage. There are two damage stages, and support depends on object type.
Sets how much damage an object can receive before being destroyed.
Sets the object's damage value when the level starts.
Sets the minimum contact force required to damage the object.
Makes the object collectible by another object that can collect.
Allows the object to collect stars and other collectible items.
Makes the object count as a star when collected. A level can use up to three star collectibles.
Sets the points awarded when the object is collected.
Fails the level when this object is destroyed.
Sets the minimum impact force required for contact sound effects.
Makes the object count as ground for platform levels, enabling jumps only while the character touches it.
Marks the selected object as the main character for platform levels.
Sets the force applied when the main character jumps.
Sets the movement force applied when the character moves left or right.
Automatically creates the object repeatedly while the level is running.
Sets the delay between automatic object creation events.
Disables the static skin of the selected object.
Allows bomb particles to destroy this object.
Destroys other objects that collide with this body.
Prevents this object from being destroyed by objects configured to destroy others on contact.
Allows a distance joint to be connected to this object.
Allows a weld joint to be connected to this object.
Editor reference
The strongest Ancient Machines levels usually come from combinations: a trigger starts a moving platform, a chip changes a motor speed, a shape shifter alters object mass, or a gun fires a custom bullet.