hi im thinking about starting my game using this engine. My question is will it break once 2.0 or will i still be able to work on it going into the 2.0 version
Hi! You can start your game today with 100% confidence.
Not only is Capsule 2.0 fully backward compatible, meaning your project absolutely will not break, but it will actually automatically upgrade and improve your existing game!
I designed the 2.0 architecture so that when you transition, your current project will instantly benefit from the new engine optimizations and features without you having to recode anything. Start building your story now, and the 2.0 update will just make it even better when it drops!
(And to be honest, it's quite possible that version 2.0 will be released within a month. All the tests have been completed; I'm just working on one last major addition.)
Here's the full no-code walkthrough for v1.9.0.
First, the pieces you'll need
You'll make three scenes and (optionally) one inventory item:
chest — the timed scene the player sees
loot — what happens if they open it in time
chest_closed — the fail scene if the timer runs out
1. Define the reward item (if you don't have one yet)
Open ⚙️ TOOLS → Inventory → ➕ Add Item. Give it an ID (e.g. gold_coin), a display name, and an icon (emoji). That's it — you'll reference this ID from the choice.
2. Build the chest scene
chest.
3. Add the "open it" choice with the reward
In the Choices section of the chest scene:
Open the chest!
loot
gold_coin (this is the inventory action from the official Choice Actions list).
Optionally add a second choice like Leave it → some other scene, so the player has a real decision.
4. Turn on the QTE timer
Still in the chest scene, open the ⏱️ QTE / Timer section and:
3 (seconds).
chest_closed.
Now the countdown runs over that scene's choices: the player has 3 seconds to hit "Open the chest!" before the game jumps to chest_closed.
5. Build loot and chest_closed
loot: a scene that confirms the reward, e.g. "You snatch the coins just in time!" — then point its Auto Next Scene wherever the story continues.
chest_closed: the fail beat, e.g. "The floor collapses — the chest is gone." — then continue the story.
6. Test it
Turn on Developer Mode (CONFIG → Developer Mode) so you can jump straight to the chest scene and watch the timer bar deplete (it turns red in the last 30%). Try clicking in time and letting it expire to confirm both branches work.
That's the whole thing — no CapsuleScript needed. One nuance worth remembering: the timer only governs choices, so the clickable "Open" has to be a choice button. If you'd rather have a visual chest the player clicks directly (a hotspot with an Add item action), that's also supported, but a hotspot isn't tied to the countdown — so for a true time-limited event, stick with the choice + QTE combo above.