Worlds toimagine.
Make game worlds with scenes, assets, model inputs, code, and review in a Zed-derived workspace. Sim combines world foundation models with procedural, node-based creative tools for visual work and collaboration.
Game worlds,
made together.
Move between world building, procedural editing, and code review without losing the creative thread.
A workspace for making worlds
Sim brings scenes, assets, model inputs, code, and review into one place.
Imagine.Shape.Review.
Built on
Made.
Made supplies the Zed-derived editor, project tools, and review surfaces. Its optional native workflow graph, execution runtime, model catalog, media output tools, and multiplayer features provide building blocks for Sim.
Editor, project, source-control, terminal, agent, and review code live in Made.
Shape the
whole world.
One creative
surface.
Image, video, and world-model inputs sit beside scenes, assets, and procedural tools in Sim's creative workspace.
Create with
layers and nodes.
Sim connects direct visual editing with procedural control. Work across layers, reusable graphs, nondestructive compositions, motion, and effects.
Layers and nodes
Work visually on a canvas or shape the composition through a node graph.
Nondestructive composition
Keep source assets and editing steps separate as a scene evolves.
Procedural graphics
Build reusable visual steps from nodes and parameters.
Animation and VFX
Bring motion and effects into the creative workflow for a world.
Room for many
kinds of makers.
Sim's world-model workflows span games, screen work, creative arts, advertising, and eCommerce. A shared world gives each discipline a place to develop ideas.
Game design
Compare spaces and world rules while shaping a game concept.
Film
Review settings and sequence ideas against shared world references.
VFX
Explore environment and effects references in a scene context.
Animation
Review character and motion ideas alongside world references.
Creative arts
Develop visual world concepts from a common set of references.
Advertising
Compare campaign setting ideas against a shared creative brief.
eCommerce
Explore product-scene concepts in a consistent visual world.
Virtual production
Discuss set and scene ideas using shared world references.
The creative horizon is still open.
What if teams could move from a rough world sketch to editable scenes without losing the ideas behind them?
Simtropolis
Product vision, Worlds
Made today.
Sim ahead.
Made core
The editor and review foundation.
- Zed-derived editor and project surfaces
- Terminal, source control, and agent workflows
- Code and change review in Made source
Optional modules
Features available in opt-in Made builds.
- Native workflow graph editor and execution runtime
- Model catalog and image/video output previews
- Multiplayer workspace behind its own feature flag
Sim
The game-development workspace.
- Scenes, assets, model inputs, code, and review
- Procedural, nondestructive, animation, and VFX integration
- No Sim release target or download
Make room for
new worlds.
Explore the creative tool scope, then inspect the Made code that forms Sim's foundation.
No Sim download is available yet.











