Quick Start
This guide takes a project from editor launch to a validated PS1 build.
System requirements
- Windows 10 or Windows 11, 64-bit, with an OpenGL 3.0-capable graphics driver.
- Internet access for the first verified tool download.
- A controller is recommended for the bundled showcase.
The editor is self-contained and does not require a separate Visual C++ Redistributable installation.
Install and verify Polygon Engine
Polygon Engine installers are accompanied by a .sha256 sidecar. Before
running an installer, use PowerShell to calculate its hash:
Get-FileHash .\PolygonEngine-Setup-<version>-win64.exe -Algorithm SHA256
Replace <version> with the version printed in the installer filename.
The result must match the sidecar distributed with that installer. Code signing
is a separate property: only treat an installer as signed when Windows shows a
valid Digital Signature issued to Novemtails. A package whose
RELEASE_MANIFEST.json reports releaseMode: local-validation,
sourceDirty: true, or signed: false is a development validation artifact,
not a public release candidate.
Run the installer. Polygon Engine installs per user and does not require administrator access by default. On first launch, complete the Setup Wizard:
- Review the independent-platform notice.
- Approve any required third-party downloads.
- Choose a project folder outside the application installation.
- Optionally create an editable copy of First Person Tour.
Polygon Engine is an independent Novemtails product. It is not affiliated with, endorsed by, sponsored by, or licensed by Sony Interactive Entertainment.
For emulation, configure your own lawful BIOS in DuckStation. It is not included in tool downloads. Exported games show a mandatory four-second Polygon Engine splash before the first scene. See BIOS and startup details.
1. Open or create a project
The Project Hub is the first screen shown at launch. It keeps a local list of known projects; it does not copy or move project folders.
| Goal | Project Hub action |
|---|---|
| Start your own game | Select New Project..., then New Blank Project (recommended) |
| Register an existing project | Select Open Existing... and choose polygon.project.json |
| Open a known project | Select its row, then press Open Project or Enter |
| Copy the basic showcase | Select First Person Tour, then choose where to create its editable copy |
| Copy the advanced reference | Select Advanced Feature Lab, then choose where to create its editable copy |
| Remove a missing or unwanted entry | Select its row and press Delete; project files remain untouched |
Use Up and Down to move through the list and F5 to refresh project
status. Inside the editor, the same create/open actions are available from the
Project menu.
After opening, confirm that Hierarchy, Scene/Game, Inspector, Project, Console, Problems and Build Output are available.
Select Getting Started... in the Hub or Help menu for the live seven-step checklist: Toolchain, project, tutorial, Validate Project, Play Mode, Build PS1, and opening the CUE in DuckStation.
2. Understand the project folder
- Assets contains editable source assets and Lua scripts.
- Scenes contains scene JSON files.
- Library contains imported runtime assets and GUID metadata.
- Build/ps1 contains generated reports and disc output.
See Project Structure for the complete map.
3. Configure verified tools
The first-run Setup Wizard configures the required tools. The same diagnostics remain available from Build > Toolchain Health Check.
Polygon Engine downloads only the tools required by that release from exact official URLs. Every archive is checked against the SHA-256 lock shipped with the editor before it is extracted under the user's Local AppData folder.
| Tool | Required for |
|---|---|
| Polygon PS1 runtime | Precompiled proprietary runtime shipped with the editor |
| PSn00bSDK | Private/source runtime compilation; not required by a standard binary release |
| Ninja and CMake | Private/source runtime compilation; not required by a standard binary release |
| mkpsxiso | BIN/CUE/ISO packaging |
| DuckStation | Optional Build & Run |
Common DuckStation Windows installations, including LocalAppData Programs, are detected automatically. Portable installations can be selected with Browse.
4. Configure the controller
The bundled PS1 showcase is controller-first. In DuckStation:
- Configure Port 1.
- Select Analog Controller / DualShock for right-stick look.
- Enable Automatically Enable Analog Mode, or use the mapped Analog/Guide button when the game asks for analog mode.
- Map an XInput or compatible controller.
Digital Controller mode remains usable for D-Pad movement, but the bundled first-person camera intentionally requires the right stick. Shoulder and trigger buttons are not camera axes.
5. Choose scenes in the build
Open Build > Build Settings. Confirm that:
- a startup scene is selected,
- the startup scene is in Scenes In Build,
- every scene loaded by Lua is included.
6. Validate
Run these commands before every release build:
- Build > Validate Project
- Build > Show PS1 Budget
- Build > Run Production Acceptance
Resolve hard errors. Treat warnings about missing assets, colliders, Lua limits, texture pages, large primitives or runtime memory as production risks.
7. Build and test
| Command | Purpose |
|---|---|
| Build PS1 (Release) | Select the bundled runtime, cook content and package the disc |
| Package Disc Only | Repackage using an available runtime; run a full build after engine/configuration changes |
| Build & Run PS1 | Build and launch the CUE in DuckStation |
Disc output:
Build/ps1/package/
Reports:
Build/ps1/logs/
Open the CUE rather than the ISO when testing the packaged disc layout.
8. First editing loop
- Add source assets to Assets.
- Import and configure them in the Inspector.
- Create GameObjects in the Hierarchy or Level Builder.
- Add only the components the GameObject needs.
- Attach Lua scripts where behavior is required.
- Validate, build and test with the controller.
- Review Problems and the post-bake report before expanding the scene.
Continue with First Person Tour, Advanced Feature Lab, First Project Tutorial, Scene Management, Build Pipeline, and Troubleshooting.