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Miliastra Wonderland is Genshin Impact’s in-game creation platform, and its Craftspeople are using the same editor to build everything from social-deduction games and horror adventures to sports challenges and film sets. Their work shows how creators combine supplied game assets, visual logic, testing, and community feedback to turn an editor’s limits into distinctive stages.

What Miliastra Wonderland is

HoYoverse launched Miliastra Wonderland with Genshin Impact Version Luna II on October 22, 2025. It is an in-game user-generated content module, not a separate game or third-party platform: players use the Miliastra Sandbox editor to design and publish stages that other Genshin Impact players can access. HoYoverse says the module is free and requires no separate download. HoYoverse’s launch announcement describes tools for configuring terrain, item components, character skills, stage types, game modes, and logic flows; listed experience types included sims management, party games, PvP, and adventure challenges.

That shared toolkit has produced a broad range of work. HoYoverse’s October 1, 2026 feature profiles creators and reports more than 90,000 Craftspeople and more than 120,000 Wonderland stages as cumulative platform totals on that date. The company also said more than 50 active creators attended a Cologne meetup on August 30, 2026. The meetup figure describes attendance, not the size of the creator population. HoYoverse’s feature is the source for those company-reported numbers.

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What Craftspeople are making

Action, puzzles, and horror

Chryzel’s Legend of Manekina is an action-adventure stage built around enemy encounters, hidden treasure, and hand-crafted puzzles. Chryzel also publishes YouTube tutorials about building in Miliastra. HoYoverse describes an exchange between teaching and learning: questions from viewers helped Chryzel develop as a creator, too.

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Kosmos takes a different route with Lightkeeper, a cosmic-horror experience about taking a lighthouse job on an island where something is wrong. IslaWoof’s projects span two more formats: the music-driven puzzle A Fantasy In Sync and the lore-based obstacle course Ronova’s Deathrun.

Party games and shooters

DODO created IMPOSTOR, a social-deduction party game. After HoYoverse added Shooter mode, DODO became interested in building a shooter as well—a reminder that platform updates can prompt creators to explore genres they had not previously attempted.

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Sports and tower defense

HoYoverse identifies yummie as a computer scientist and graphic designer. The idea for Teyvat Sports Day began with a simple question: which Genshin characters run fastest? In A Mazing TD, a tower-defense project, players can design the enemies’ path.

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One of yummie’s solutions illustrates how a limitation can become a design problem to solve. Because water surfaces could not be frozen in the editor, yummie recreated an ice-freeze-and-unfreeze mechanic another way, then made it available to other creators through the Resource Center.

Film environments and controlled effects

genshashin and Filo build production environments, including 3-in-1 Film Set, Sky Room, and Movie Explosions Set. Their setups use green screens, dynamic spotlights, and controlled explosion sequences. In Classic Mode, which lacks Camera Mode, they used walls to hide characters from the camera’s view—a practical workaround that turns level geometry into a filmmaking tool.

Projects built together

Aeszarck and Sonarenity collaborated on 100 Rounds MW, a bullet-hell stage. Aeszarck says working with another creator can help maintain motivation through bugs, rework, and long projects. Collaboration here is not only a way to divide tasks; it can also help creators keep going when a build takes time to finish.

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How creators learn the editor and get projects finished

Start with a manageable stage

DODO’s advice is direct: “Start small and focus on finishing projects instead of trying to build something massive right away.” It favors a completed, playable idea over an ambitious concept that never makes it through development.

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Use tutorials, documentation, and visual logic

HoYoverse’s Craftspeople Academy provides step-by-step video tutorials and a General Guide. The editor’s Node Graphs are its visual scripting system: creators connect logic visually rather than writing every behavior as conventional code. In a March 2026 interview, creator Buttermochi described pre-made nodes for operations such as loops, branches, and math. Buttermochi found the editor approachable through experimentation, while noting that its concepts can initially challenge beginners. Pocket Tactics’ interview with Buttermochi offers this as one creator’s experience, not a universal assessment.

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Test often and investigate problems

Buttermochi recommends frequent testing and learning to use the logger to trace problems. That advice matters because a stage’s behavior depends on more than its layout: player actions, physics, and connectivity can affect how an experience works in practice. Buttermochi also cited controls, lag, and disconnects as challenges they encountered. Those are individual observations, not evidence that every creator or stage has the same difficulties.

Ask the creator community

HoYoverse points to the Miliastra Wonderland Creator Front Discord server as a place for technical assistance and motivation. Buttermochi likewise described asking questions in creator Discord groups. Peer communities can help creators get unstuck and sustain momentum, alongside the formal tutorials and documentation.

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One editor, different approaches

Approach Examples What it emphasizes
Genre-led stage design IMPOSTOR, Legend of Manekina, Lightkeeper, Teyvat Sports Day, and 100 Rounds MW Distinct player experiences, from social deduction and action to horror, sports, and bullet hell.
Production and presentation 3-in-1 Film Set, Sky Room, and Movie Explosions Set Spaces, lighting, green screens, and visual effects for creating scenes.
Mechanics and adaptation A Mazing TD and yummie’s recreated freeze-and-unfreeze mechanic Player-configurable routes and custom solutions to editor constraints.
Solo and collaborative work Chryzel’s tutorials; Aeszarck and Sonarenity’s 100 Rounds MW Learning through teaching, or sharing the work and motivation across a collaboration.

Buttermochi’s projects—Elemental Dodge Ball, Kirara’s Delivery Service, Dodoco Defenders, and Anvil Drop—show another route: adapt familiar game formats using Genshin characters, enemies, and elemental effects. Buttermochi said supplied assets save creators from having to build everything from scratch, while also describing how controls, physics, player behavior, lag, and disconnects can complicate design. As with the comments about testing, these are one creator’s observations rather than a controlled evaluation of platform performance.

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What the development agenda does—and does not—confirm

The GDC Festival of Gaming’s March 13, 2026 agenda lists gameplay engineer Xin Ning of miHoYo for a session about Miliastra Wonderland. Its description says the talk covers development rationale, design and technical challenges, implementation stages, a roadmap, and plans for procedural content generation (PCG) and AI functionalities. The agenda listing establishes that these topics were described for a session; it does not confirm delivery dates, shipped AI features, or specific capabilities.

What these creators show about Miliastra Wonderland

The examples point to three connected parts of the platform’s creative work: a flexible editor, makers who test and adapt their ideas, and a community that helps them learn. The results range from playable stories to game modes and filmmaking spaces, without requiring creators to start every asset from scratch. HoYoverse’s dated totals indicate the scale it reported in October 2026; they are company claims, not an independent platform-wide count.

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