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    Quests, GPT-5.6 Luna, GPT Image 2.5, and MAKKO on Your Phone

    September 17, 2026
    Makko Team
    14 min read

    TL;DR:

    • Quests: guided paths from your first sprite to your first published game, and each one pays out Universal Credits when you finish
    • GPT-5.6 Luna is the new 1-credit model and the default in chat. On paid plans, it keeps you coding at no charge once your weekly Chat Budget runs out
    • Gemini 3.8 Flash replaces 3.6 Flash at the same 3 credits
    • GPT Image 2.5: a smarter, faster image model that holds detail and consistency through edits, with five quality steps instead of three and a cheaper middle step
    • Iterate on reference sheets: redo a single front, side, or back view without regenerating the whole sheet
    • Run several image generations at once on paid plans
    • A cleaner preset list with previews, a new Concept Exploration preset, and better top-down, 3/4, icon, and tile results
    • MAKKO on your phone: the dashboard, Projects page, and project editor all work on mobile
    • Plus drag-to-place pivots in Sprite Sizing, console fixes that stay in your current chat, better AI-built game menus, and a long list of fixes

    Quests: Your First Game, Step by Step

    MAKKO can take you from a blank page to a playable, shareable game. There are a lot of steps between those two points, though, and it isn't always obvious which one comes next.

    Quests lay out that path, one step at a time, and reward you for finishing it.

    Three quests to start

    • Create your first animated asset (Art Studio): make a collection, save concept art, generate a reference sheet, animate it, save the animation, and bake a sprite sheet your game can load. Reward: 40 Universal Credits
    • Build your first game (Code Studio): create a game project, describe your game in plain English, approve your first AI plan, then publish and share it with one link. Reward: 70 Universal Credits
    • Put your asset in a game: unlocks once you've finished the first two. Add your asset with the Asset Manager, put it in the game with an @ mention, see it in action, and resize it with Sprite Sizing. Reward: 20 Universal Credits

    Rewards are paid in Universal Credits, which never expire and work on any model or tool.

    Where you'll find them

    • On your dashboard. New accounts start with one quest open on the dashboard, picked from the studio you told us you wanted to start in. The big button takes you straight to the next step
    • On the Quests page. Open View all quests to see every quest, filter by what's in progress, claimable, or done, and claim your rewards
    • In the studios. A small tracker follows you while you work, ticks off steps as you complete them, and celebrates when a quest is done

    Steps are checked against what you actually did, and work you did before quests existed, like a collection or game project you'd already created, counts too.

    Publishing got a polish along the way

    The last step of the game quest is sharing your game, so we reworked publishing too:

    • Your published game gets a title and a cover image captured from the game itself
    • The play page fits the screen, and people who open your link can see the game's controls
    • Shared links show your game's art when you paste them into Discord, social media, or a chat app, instead of a generic card

    New Models in Code Studio Chat

    GPT-5.6 Luna is the new default

    GPT-5.6 Luna takes over the 1-credit spot in the lineup and is now the default model for chat and plan mode on every plan. It thinks carefully before answering, so replies take a little longer. For 1 credit, though, the answers are a step up.

    It also changes what happens when you run out. On paid plans, once your weekly Chat Budget is used up, you keep chatting on GPT-5.6 Luna at no charge. In other words, the model you get for free after the budget runs out is the same one most people use by default, not a weaker fallback.

    MiniMax M3 is still available and still costs 1 credit. It has moved into the More models section of the picker.

    Gemini 3.8 Flash replaces 3.6 Flash

    Gemini 3.8 Flash replaces 3.6 Flash. It's the same price (3 credits), it's on every plan including Free, and it's a newer, more capable model. If 3.6 Flash was your saved pick, you've been moved to 3.8 automatically.

    The lineup today

    ModelCostAvailable from
    GPT-5.6 Luna1 creditFree
    Gemini 3.8 Flash3 creditsFree
    Kimi K36 creditsStarter
    Claude Sonnet 510 creditsCreator
    Claude Opus 520 creditsHobbyist

    MiniMax M3 (1 credit) and GLM-5.2 (5 credits) are still available under More models.


    GPT Image 2.5

    GPT Image 2.5 replaces GPT Image 2, and it is significantly smarter, faster, and more precise at editing and maintaining consistency than the model it replaces.

    It reads a detailed prompt more closely and puts what you asked for where you asked for it, so a long description with several specifics lands more of them in one render. Edits hold the rest of the image steady instead of quietly redrawing things you didn't mention. And it's quicker for the same work: at the detail level GPT Image 2 called High, that model routinely took over seven minutes and sometimes never finished at all — GPT Image 2.5 renders the same detail in under a minute.

    Crisp in-image text is still its other strength, so it remains the model to reach for when a sign, a label, or a card needs readable words on it.

    Five quality steps instead of three

    GPT Image 2 offered Low, Medium, and High. GPT Image 2.5 offers Low, Medium, High, Very High, and Max:

    Quality1K2K
    Low1 credit3 credits
    Medium2 credits5 credits
    High6 credits20 credits
    Very High10 credits35 credits
    Max22 credits79 credits

    The two new steps fill big gaps in the old ladder. Medium is a cleaner draft than Low for comparing ideas, at 2 credits. Very High sits between High and Max, adding extra detail for fine print and small text without paying for Max.

    Better at editing

    Behind the scenes, GPT Image 2.5 uses a higher-fidelity version for iterations and reference sheets. It keeps the rest of your image closer to what you started with, so an edit changes only what you asked it to change. Those runs take a little longer than a first render, at the same price.


    Art Studio: More Control, Better Results

    Iterate on a single reference sheet view

    A reference sheet with a perfect front view and a slightly off side view used to mean regenerating the whole sheet and hoping. Now each view has its own Iterate option. Describe the fix, and MAKKO redraws just that view, using the front view as a guide to keep your character consistent. The new version is selected automatically when it's ready.

    You can iterate on views as many times as you like until you save the sheet.

    Run several image generations at once

    On paid plans, you no longer have to wait for one image generation to finish before starting the next. Queue up variations, try another preset, or start on a different asset while the first one renders. Iterating on an image doesn't block new generations either.

    A tidier preset list, with previews

    We looked at which presets people actually use and save, and trimmed the list from 24 to 18 by merging near-duplicates. It's now grouped into Concept, Sprite, Scenes, Tilesets, and Interface.

    • Every option has a preview image and a description, so you can see what a setting does before you spend credits on it
    • Generation types have descriptions too, so it's clear what each one is for
    • New: Concept Exploration. Get three takes on your subject side by side, with different silhouettes, color palettes, and materials, to help you settle on a direction
    • Card Art is now Card Template, which better describes what it makes: a frame for a trading-card-style game

    Better generations across the board

    We tuned how several options describe the image to the AI:

    • 3/4 view now keeps the camera level with the subject, instead of drifting toward isometric
    • Top-down reliably looks top-down, for props and characters as well as maps, and the Top-Down Map preset no longer tiles a scene you didn't ask to tile
    • Icons render on a clean badge
    • Tiles match better at the edges, so they repeat without visible seams
    • UI panels no longer fill up with icons you didn't ask for
    • Reference sheets hold stylized proportions better. A chibi character stays chibi instead of growing long arms and legs
    • Animations are far less likely to include extra copies of your character pulled from the reference sheet

    Cleaner cutouts

    Two fixes to background removal:

    • No more green rim. A faint green edge could survive around the subject. It's gone
    • Tighter crops. A single stray pixel or a thin dark line baked into the image could leave hundreds of pixels of empty space around your asset. The crop now ignores both

    Exporting

    • Skip the sprite sheet metadata. Uncheck Include sprite sheet metadata in the export dialog if you just want the images, without the Aseprite JSON files
    • Reference sheets export into their own folders, so exporting several at once no longer mixes their images together
    • Characters can be bulk-exported too: on paid plans, the Character Animation page has an Export option in its menu, just like collections

    Easier to get started

    • Empty collection tabs now show a short guide: what goes here, three steps to get there, and one button to start
    • The Art Studio create dialog walks through the three generation types, in order
    • A too-long prompt now shows a clear message instead of a generic error

    Code Studio

    Drag to place a custom pivot

    Sprite Sizing's render pivot used to offer a 3Ɨ3 grid of preset points. Now there's a Custom option: drag the marker right on the sprite to put the pivot exactly where you want it, like the tip of a sword or the base of a character's tail.

    Ask the AI to resize things

    The AI in chat can now change an asset's size itself, through Sprite Sizing, instead of hard-coding a scale multiplier. Ask it to "make the slime half as tall" and the change shows up in Sprite Sizing, lines up with collision, and applies everywhere the sprite is drawn.

    Console fixes stay in your conversation

    Clicking Fix or Fix All in the console used to start a brand-new chat, so the AI lost everything you'd been discussing. Now the fix request goes into your current conversation. If the AI is busy carrying out a plan, the fix waits its turn instead of interrupting.

    Better-looking game menus

    When the AI builds menus, HUDs, and other game UI, it now uses a redesigned toolkit that aligns and spaces elements automatically. Generated UI lines up properly from the first draft, with a lot less manual nudging.

    Jump from Asset Manager to Art Studio

    Select an asset in the Asset Manager and click Open in Art Studio to go straight to where it was made: the animation editor for sprite sheets, or the asset's detail page for backgrounds and props.


    MAKKO on Your Phone

    MAKKO used to be desktop-only in practice. Now you can pick it up on a phone:

    • The dashboard reflows to fit a narrow screen, with nothing cut off at the edges
    • The Projects page drops the side panel on mobile, moves the filters and the new-project button into the header, and lists your games in a single column
    • The project editor works on a phone. Tools open as an overlay, Assets and Sizing sit in a Tools menu, and chat's model picker becomes an AI Models sheet. Rotating your phone no longer resets your chat, preview, or editor

    Fixes & Improvements

    Fixes:

    • No more random sign-outs on devices with a fast clock. If your computer's clock ran more than about an hour ahead, MAKKO could repeatedly refresh your session and eventually sign you out. It now handles clock differences correctly
    • GitHub import no longer corrupts files. Opening a file from a connected repo could write garbled text into your project, and files inside subfolders didn't open at all. Both are fixed
    • Save keeps working after a graphics driver reset. Previously, one GPU hiccup could break saving until you reloaded the page
    • Games no longer break on a closing script tag in a data file. A JSON file containing one could silently break the built game
    • Failed frame extraction no longer wipes an animation's frames in the character animation flow
    • Long editor sessions stay lighter. The game preview was holding on to memory from every build
    • Manage Plan is back for lapsed subscriptions. If a payment didn't go through, the Credits page stopped offering the button you needed to fix it. It's there again
    • Resubscribing gives you your full monthly credits after a cancellation, instead of topping up from whatever was left
    • Scheduled plan changes are visible. A downgrade or cancellation scheduled for the end of your billing period now shows on the Credits page
    • Quest steps count every asset type. Adding characters, images, or audio to a game now completes the Asset Manager step, not just animations
    • Free accounts no longer get an upgrade popup every time they open the Concept Art tab. It only appears when you click the lock
    • Copy buttons no longer say "Link Copied!" when the copy failed, and a failed sprite sheet download now tells you instead of silently closing
    • The model picker no longer tells you better models unlock on a higher plan when you already have them all

    Quality of life:

    • The new-user dashboard loads faster, with a placeholder while your first quest appears
    • The animation reference warning has a Switch to Reference Sheet link, so you can fix it in one click
    • Reference sheet views are labeled when you animate from the Characters page, which helps the animation model tell the angles apart
    • The AI's file edits land more reliably, even when the file's line endings or whitespace differ slightly from what it expected

    What's Next

    Quests are just getting started. Expect more of them, covering more of what MAKKO can do. We're also still working on the mobile experience, the models, and the Art Studio.

    We're working on automatic animation editing too: one button that takes a generated animation and hands back a clean, perfectly looping cycle, with no trimming frames by hand to find where the loop should close.

    Tell us what's working and what isn't, because that's what we build next.

    - The Makko Team

    šŸ“§ Questions? Reach us at support@makko.ai šŸ’¬ Join the conversation on Discord