SiGameGen
YOUR LOCAL GAME WORKSPACE · EARLY ACCESS

Make it playable.
Make it yours.

An AI game editor companion for your desktop. Play and edit your HTML5 projects, explore installed games, and bring your next idea into SiGameGen’s visual workflow.

Local editing & analysis are free. Cloud game generation uses your platform credits after confirmation.

Actual SiGameGen desktop dialogue editor with character selection, Chinese text, change preview and save controls

Play. Change. Play again.

Open an HTML5 source folder, edit supported text files and restart an isolated local preview.

Make your first dialogue Mod.

Choose a Stardew Valley character and write a new line. Preview, save and export an independent Content Patcher pack.

Explore installed games.

Discover Steam installations or select a folder. Inspect formats and analyze supported code components with REA.

Keep your original intact.

H5 edits go into a working copy. Installed native-game analysis is read-only; no game executable is launched.

NEW HERE? START WITH ONE SMALL CHANGE.

Three paths.
One clear first session.

The desktop app opens with a three-step guide. Replay it anytime from Getting started. Try the included game without setup, explore an installed game, or build a dialogue pack without needing a game installed yet.

Create a new game in the web workflow →
  1. Play & edit an H5 game

    Open Neon Drift, play a round, change game.js, then export your version. Edits use a working copy with a backup of the previous file.

  2. Explore a Steam installation

    Scan your library, review Mod compatibility and inspect a code component. Files remain read-only; no installed game is launched.

  3. Make a Stardew Valley dialogue pack

    Choose a character, day and English or Chinese text. Review the saved and proposed lines, save, then export. To test it in-game, you need your own Stardew Valley 1.6 installation, SMAPI and Content Patcher 2.9.0+.

A CLEARER WAY TO CREATE

From local exploration
to your next original game.

Bring a description into the platform workflow. Define characters, world and rules before you confirm a build. This preview hands off your design notes; project upload and account synchronization are not included yet.

  1. 01
    Open your starting point

    Choose an H5 project, an installed-game folder or the included playable example.

  2. 02
    Explore what is actually there

    See loose assets, supported source files and static analysis evidence.

  3. 03
    Make and test a new version

    Edit H5 files locally, export a working copy, or develop a new idea in the web workflow.

DESKTOP PREVIEW · V0.2.0

Your studio, on your computer.

These are early-access ZIP builds. They are not yet signed or notarized for a general release.

macOS · Apple Silicon

147 MB · v0.2.0
Verified on the local development Mac.

Download ZIP
Verify SHA-25623df86ba4f276465c03ca78536e4eb8a4fdeb1edf901453640e514e0870cadca

macOS · Intel

151 MB · v0.2.0
Packaged preview; native OS testing is pending.

Download ZIP
Verify SHA-256d9b4ddbe94aa6c96d1c9897602f9b14aac6676f24ee40ba1266832d50772076f

Windows · 64-bit

173 MB · v0.2.0
Packaged preview; native OS testing is pending.

Download ZIP
Verify SHA-256f354b73a1c0707aad06795173e8dd6b7ed4796132c468c71babb5d868e33a204

Before your first session

Extract the ZIP and open SiGameGen. For macOS, move the app to Applications. Since this preview has no Developer ID notarization, macOS may block it; follow Apple’s guidance for apps outside the App Store and verify the checksum before deciding to open it.

JavaScript and supported .NET metadata analysis use the bundled REA runtime. Deep native analysis requires your own Ghidra 12.1.x installation and a 64-bit JDK 21+. Windows native analysis is experimental. The preview does not recover arbitrary Unity/Unreal editor projects or convert binaries into editable Phaser games.

A few things to know.

Can I edit any installed game?

The preview edits HTML5 source projects and its own guided Stardew Valley dialogue packs. Native installed games can be inventoried and analyzed using compatible tools. Original binaries are read-only. Other games, models, scenes and broader Mod editing need separate adapters.

How do I install or remove a dialogue pack?

Export to a separate folder, close the game and back up your save separately. Install compatible SMAPI and Content Patcher, then copy the exported pack into Mods. Use a single-player test save. To remove it, close the game and remove that pack’s folder. The app does not install Mods, launch Steam games or edit saves. Seasonal, heart, event and other Mod dialogue can override an ordinary day-of-week line. File generation and export are verified; actual in-game testing is pending.

Stardew Valley Mod installation guide ↗
Does offline mode guarantee that I will not get banned?

No. Multiplayer rules and anti-cheat behavior depend on the game. Missing anti-cheat filename clues do not establish safety. Start with single-player games that support Modding and follow their rules. This preview cannot certify ban safety; its dialogue starter also does not detect or prevent multiplayer use.

Steam anti-cheat and game-ban documentation ↗
Does a local game get uploaded?

No. Folder inspection and editing stay on your computer. The “Continue in game workflow” action opens the platform with the description you wrote. It does not upload project files.

Can I use my own artwork?

Yes. Add images, audio and fonts to an H5 working copy. Supported source files are limited to 1 MB, individual imported assets to 10 MB, and complete copy/export projects to 50 MB. Packed game archives are not automatically extracted. The dialogue starter edits text only.

What does the REA integration do?

REA provides static analysis evidence: JavaScript module relationships, admitted .NET metadata, and native structure or code analysis where the host tools support it. Conclusions about gameplay and characters still need separate verification.

Explore the MIT-licensed REA project ↗

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