ReelGrove
Open studio

One idea. Your first playable change.

Make a game
feel like yours.

Start with a private project, replace a symbol, add a sound and see the result in the game. Take an export with you, and subscribe when you’re ready to invite your team.

Art, Sound & MotionPrivate team workspaceTest-credit previews
  1. 01

    Create your account and studio.

    Create an account with your email address and a password, verify your email when prompted, then give your studio a name. If you have an invitation, use the email address it was sent to.

  2. 02

    Start your free trial.

    Keep Start my 7-day free trial selected when you create your studio, or start it later from Overview or Plan & billing. No card is required. Your 7 days begin when all seven private starter games are ready. Editing needs current trial or paid editor capacity and permission for that discipline. Your studio owner manages these.

  3. 03

    Open a project or start a new game.

    In Overview, open an available project’s Lab, or create a new game from an available approved template. Give it its own name. Each new game has its own files and saved Lab changes.

For your next sign-in, add a passkey from Sign-in & security. You can continue using your email address and password.

The Engine starter collection includes Cluster, Lines, Number Picker, Price, Scatter, Ways and Lines Feature Match. Your trial prepares private copies of all seven starter games; a confirmed subscription also provides the starter collection. Open Overview to see your projects; existing studios keep the templates they started with.

Your trial is for you.

The trial includes one editor seat for the studio owner. To bring someone in, start an invitation from Team and review a subscription with paid seats for you and your teammate. After payment is confirmed, return to Team to create the invitation. You also get 2 GiB of uploaded and animation Lab assets and up to three additional project copies. Your files remain available in read-only mode when the trial ends. To continue editing, the owner explicitly purchases a subscription in Plan & billing; your trial never charges automatically, and upgrading keeps the same projects and files.

Make the first change small

Replace one symbol.

Open Art Lab and select an image slot declared by your game. Inspect its current artwork and any size or format requirements before choosing a replacement.

  1. Click Replace image on the chosen slot, or drop one image directly onto its tile. Use an image you have permission to use.
  2. The editor uploads the file and saves its binding to that slot in one action. Wait for the saved confirmation; you do not need a separate Save button.
  3. Each saved replacement restarts the game preview when Auto reload is on. If it is off, save your changes and use Reload preview in Art workspace. Check the symbol at its actual on-screen size.

Use the slot’s Restore original control if you want its original artwork back. This changes that binding; it does not reset the whole project.

Start with a clear silhouette.

Try replacing one symbol before uploading a complete set. Check its edges, spacing and contrast against the game’s background.

Give the change a voice

Choose a cue and listen in context.

Open Sound Lab, select a declared cue and audition its current sound when a playable asset is available. Drop a replacement file directly onto that cue row, or click its current take to choose a file. The editor uploads and binds it in one action. Adjust its level with the row’s volume control; releasing the control saves the level.

You can also upload several sounds through Browse files, then drag an uploaded take onto its cue row. A general library upload leaves the cue unchanged until you bind the take.

Preview the cue on its own first. Enable sound in the game’s own controls, then trigger the matching event, such as a spin or a win. Hearing an audition confirms the asset plays; the game event confirms that the cue works in context.

Keep the first pass simple: one spin sound and one win sound are enough to hear whether the direction fits.

Movement belongs with the artwork

Tune a supported Motion state.

Inside Art Lab, open Motion for a slot that declares animation support. Choose an available state, such as idle or win, and adjust the presets and timing that the game exposes.

  1. Choose the state and adjust its preset, duration, intensity and easing where available.
  2. Choose Save motion and wait for confirmation. Sampling uses the saved revision, so save a draft before judging it in the game.
  3. Choose Sample saved motion, inspect the result and check its acknowledgement. Adjust and save again if needed.

The available states and controls depend on the game. Motion currently edits declared presets; it does not provide a timeline or an animation-clip importer.

Look at the whole game

Preview, then read the checks.

Use the private game preview to play with test credits. Check several outcomes and screen sizes, listening for the cues you changed and watching the saved artwork and motion.

Math

Inspect the published math library, its modes, payout distribution and RTP information. Reports describe the selected published data; they do not replace creating or validating your own math source.

Frontend

Read each static check and investigate failures in the declared files or resources. Browser checks marked Not run still need separate runtime verification.

Review

Ask a teammate to inspect the actual saved result. A passing static report does not establish that every animation, game event or screen size behaves correctly.

Game source and general game settings are not editable in the customer Lab. Where import and activation are both enabled, a permitted editor can validate a separately prepared bundle and activate the resulting build through the project’s import workflow.

Give each person the right tools

Invite your collaborators.

Open Team, enter your teammate’s email and choose a role. Review the permission checkboxes before creating the invitation, then share its invitation link with that person.

Use Art designer, Sound designer, Animator, Frontend developer or Math designer as a starting point. A Studio admin can manage projects and invite or remove teammates. Only the owner can change members’ permissions and manage billing. Studio roles do not grant platform administration access. Review-only members do not consume editor capacity; editing roles do. The free trial is for the studio owner only; start an invitation to review a paid upgrade before your teammate receives access. A pending invitation does not reserve a seat; one must be available when an editor accepts it.

When another person saves a change, the Lab can show who is present and tell you the saved bindings changed. Reload to inspect their latest work. If a save conflicts, review the current binding before deciding what to save next.

Avoid losing an unsaved draft.

Finish or note your draft before reloading or changing project revisions. Collaboration protects saved changes from silent overwrites; it does not merge simultaneous drafts.

Take the finished work with you

Capture and download an export.

  1. Save the artwork, sounds and motion you want included.
  2. Return to the project in Overview and choose Export game. Select Standalone game, confirm the capture and choose Create export.
  3. Review the captured project revision and saved change versions. Wait for the export to be ready, then choose Download ZIP.
  4. Keep the archive and its included source and notices. Build and verify it in your own development environment before submission.

An export captures a point in time. Later Lab changes require another export. Supported exports run independently of ReelGrove; downloading an export does not grant Engine submission approval.

The standalone ZIP includes the captured Art, Sound, Motion and game animation settings, their required media, and saved animation documents as editable JSON files. Import build cannot restore this ZIP as a complete Lab project.

Edit and rebuild a game locally.

  1. Choose Development bundle in the export dialog and download the ready ZIP. It contains your current source, preview and production builds, published math and build instructions.
  2. Extract the ZIP into a private working folder. Follow source/development/README.md and the included source instructions to edit and build both frontend targets locally.
  3. Keep dependency installs and build caches outside the finished bundle. Download and verify bundlepack for your Linux or WSL2 environment, then follow its setup instructions to package the completed bundle as a .tar file.
  4. Open Import build for the same project, upload the TAR, review validation and activate the build when ready. Then check the game in the Lab and preview.

Your uploaded assets and saved Art, Sound, Motion and Animation Lab work stay in the original project. Activate the rebuilt game in that same project to preserve them. Development downloads contain empty Lab overrides and omit animation documents; importing into another project transfers the source, builds and math without that saved Lab work. Import and activation must be enabled for your installation and your role.

Keep your place

If something gets stuck.

A tool is missing or editing is disabled.

Ask your studio owner to check your permissions, trial or subscription status, and editor capacity. The Lab only shows disciplines you can read. If access changed while the page was open, sign in again or reload to refresh it.

Your connection dropped during an operation.

Return to the same project and inspect the operation’s history and status. Use its offered recovery or retry action. For an uncertain activation, check whether it was admitted before starting another request.

A preview expired.

Reopen the project’s preview from the Lab. Preview links are private, temporary and tied to your session; share studio invitations with teammates instead of copying a preview URL.

An operation says it needs review.

Keep the operation ID, the visible error or status, the time it occurred and a short description of the steps you took. Send them to support@reelgrove.net. The platform administrator can inspect work status; your studio owner does not automatically have platform admin access.

Passwords, recovery links, project keys and private preview URLs are not needed in a problem report.

Contact support ↗ · Return to your studio ↗ · MCP setup and troubleshooting ↗ · Downloads ↗

Your account

A sign-in that works for you.

Sign in with your email address and password, or use a passkey you have added to your account. Open Sign-in & security to add a passkey after verifying your email. Use a recent sign-in when adding your first passkey, and an existing passkey when adding another.

Your device or password manager handles passkey verification. Platform administrators use a passkey to open the admin panel and confirm individual actions.

If you lose access, choose Forgot password on the sign-in page. Email recovery signs out previous sessions and removes existing passkeys. Add a passkey again once you have recovered your account.