Anything with WebXR support. Meta Quest 2, Quest 3, and Quest Pro work out of the box. PCVR setups (Valve Index, HTC Vive, Quest with Link) work through SteamVR and a WebXR-capable browser. Apple Vision Pro is supported through Safari since visionOS 2. We're optimising for Meta Quest first, so controller-heavy projects may feel different under Vision Pro's gaze-and-pinch input.
Do I need a cable, Quest Link, or to sideload an app?
No. Open the share link in the Quest browser. No build, no cable, no install.
What kinds of experiences can I make?
Walkable 3D environments with controller interactions. Grabbing, throwing, collision, physics, lighting, simple interactive behaviour. Good for exploration spaces, training simulations, interactive demos, art pieces, and small playable worlds. Multiplayer, persistent worlds, and live avatars aren't in v1.
Can I import my own 3D models, images, or audio?
Not yet. v1 is prompt to code. The AI generates geometry, materials, lighting, and behaviour from your description. Asset import is on the roadmap.
How long does generation take?
Usually a few minutes for a fresh project. Follow-up edits ("make the trees taller", "add a campfire on the left") finish faster because the AI only changes the parts you asked about.
Do I need a credit card to sign up?
No. A new account gets 1,000 credits at signup. Add a card only when you want more.
What does a credit buy?
A credit is the smallest unit we bill. Each generation costs credits in proportion to the work the AI does. A small edit usually costs a handful; a fresh project from a single prompt costs more. 1,000 free credits is enough to try Turbl and see what it can build.
What happens when my credits run out?
Your published projects stay online and playable. New generations and edits pause until you top up or upgrade. We never charge anything you didn't ask for.
Can I share a project with someone who doesn't have an account?
Yes. The published URL works for anyone with a WebXR-capable browser. No account, no install.
Are my projects public by default?
No. New projects are private. Hit Publish to get a shareable link. Hit Unpublish to take it down.
Can I sell what I make?
Yes. You own your projects. We don't take a cut and we don't run an app store. If you have a specific commercial use case (paid embed, white-label, marketplace listing), email us and we'll talk it through.
Can I cancel anytime?
Yes. Cancel from the billing page. Unused credits stay in your wallet and don't expire while you spend them. No new credits arrive after the period ends.
Do unused credits roll over?
Yes, while the subscription is active. Credits are a wallet, not a use-it-or-lose-it monthly quota.
Which AI models do you use?
We use a mix of frontier models. You pick a tier (Fast, Balanced, or Max) before each prompt. Fast costs the fewest credits per generation, Max the most. Each tier maps to whichever model we think fits best today, and we update the mapping as new models ship.
Can I embed a project on my own site?
The published URL works in an iframe today. First-class embed support is on the roadmap. If embedding matters for what you're building, email hello@turbl.dev and we'll move it up the list.
How is this different from Unity or Unreal?
You don't write code, you don't compile or sideload an app, you don't connect a cable. You describe what you want and you step into it from a browser. No engine to install, no studio to hire.
How is this different from Lovable, Bolt, or v0?
They generate flat web apps and websites. Turbl generates 3D experiences you walk around in with a headset on. Same conversational shape, different medium.
How is this different from Sketchfab, Mozilla Hubs, or VRChat?
Those host or display 3D content that someone has already built. Turbl builds the content from a sentence. No modelling, no manual assembly, no Unity export.
Step inside.
Five minutes from now, you could be inside something you described.