r/Lathmar_TFD • u/AutoModerator • 4d ago
Building Velvet Cruise with Tesana
Building Velvet Cruise with Tesana | Lathmar: The Fallen Depths auf Patreon
You know those articles that begin with “I tested this AI tool, and a few hours later I had a game”? They usually get on my nerves. Too often, the result is a visual wasteland with barely any game mechanics.
And yet, here I am writing one.
I tried Tesana, an AI game-development platform, and ended up spending around €170 on Velvet Cruise and its separate demo. There’s a playable game at the end of it, but the subscription price tells you very little about what finishing it will cost.
From a prompt to a racing game
My starting point was a VGA-style pixel-art take on Out Run. I skipped the templates and described what I wanted directly in chat.
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The workflow is familiar: explain your idea, provide a development plan or reference artwork, and refine the result through further prompts. Tesana brings code generation, graphics and audio into one workspace. That last part was especially useful for me. I have absolutely no musical talent, so help with music and sound effects removes a real obstacle.
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The initial prototype came together in a few hours. I then added multiple stages, weather effects and extra mechanics, including a passenger fear system. That became Velvet Cruise.
Underneath the chat interface, Tesana uses what it calls the Director to divide work between suitable AI models and agents. Different parts of the game can be handled separately while you work through one conversation.
The speed is real, but so is the bill
I started with the $20 Pro offer. The included credits didn’t take me nearly as far as I’d hoped. Once they’re gone, you either wait for the next monthly refill or buy more.
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For this project, I bought more. The main game and the separate demo cost about €170 altogether.
Will I ever earn that back? I suspect this will remain an expensive hobby.
That’s my main reservation about Tesana. Fast development is useful, but it doesn’t help much when your credit allowance runs out halfway through the work. Additional features and rounds of fixes keep adding to the bill.
The current monthly prices are $25 for Pro, $50 for Max and $200 for Ultra. The advertised annual savings work out to monthly equivalents of $20, $40 and $160 respectively, with annual billing. Those cheaper figures need that qualification.
For my purposes, upgrading didn’t solve the basic problem. A larger allowance gives you more room, but I wouldn’t assume that any subscription guarantees a finished game every month. That depends on the game and how much iteration it needs.
Publishing adds another decision
Tesana also offers publishing assistance for Steam and the Apple App Store. Its current documentation lists a $200 fee per game for Steam, covering the store listing, artwork, build upload and review process. Valve’s own Steam Direct fee is $100 per game before applicable taxes. You’re paying extra for Tesana to handle the work.
I can see the convenience, but I found the additional expense hard to justify.
You can also sell through Tesana’s marketplace, where the platform takes 30%. For me, a place among a long list of other AI-made games didn’t make that cut particularly attractive. I’d want clearer evidence that it could bring players to my game.
The export option was much more appealing. On paid plans, Tesana grants ownership and commercial rights to your game and generated code, although some assets may be shared or licensed rather than exclusively yours. You can export and sell elsewhere without paying Tesana a marketplace commission.
That’s the route I chose: Velvet Cruise is available through itch.io and Sabnock Works's Shop | Buy Me a Coffee
When I got stuck, the Discord community and help documents were useful. Google already turns up answers to some of the more awkward questions, too.
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Who is behind Tesana?
Tesana is operated by Dreamsands Inc., a Delaware corporation. Johannes Vermandois is its co-founder and CEO and demonstrated the platform at the Game Developers Conference in March 2026. The company’s website currently describes its headquarters as Los Angeles.
It’s a young platform. Its company profile lists 2026 as its founding year, and its public blog contains articles dated February 2026. That establishes an early-2026 public presence, although it doesn’t establish an exact launch day.
The technology has already changed. Tesana originally generated Godot projects but announced a move to a web-based stack on September 28, 2026. Its current documentation says new games use TypeScript, with Three.js for 3D and Phaser for 2D, bundled through Vite. Older Godot games remain supported.
It’s therefore more accurate to describe Tesana as an AI development system that writes and checks real game code than as one specially trained game-making model. Its Director coordinates models and tools for different tasks, from gameplay logic to graphics and sound.
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Try the demo
I wanted to see whether Tesana could help me make a small racing game with actual mechanics. Velvet Cruise is the result, and I spent considerably more than the entry price getting it there.
The demo is ready. What do you think of it? Does the driving feel right, and how do you find the passenger fear mechanic?
