Miliastra Wonderland is an in-game creator module where Genshin Impact players build and publish stages for others to play. Its Craftspeople have used the same editor to make social deduction games, action adventures, horror stories, sports challenges, puzzles and even film sets—often combining supplied assets with visual logic, player testing and practical workarounds.
What Miliastra Wonderland is
HoYoverse announced that Miliastra Wonderland would launch with Genshin Impact Version Luna II on October 22, 2025. It is an integrated user-generated content module, not a separate game or third-party platform: players become “Craftspeople,” use the Miliastra Sandbox editor to build stages, publish them and let other Genshin Impact players access and play them. HoYoverse describes configurable terrains, item components, character skills, stage types, game modes and logic flows. Its launch announcement cited sims management, party games, PvP and adventure challenges as possible experience types. HoYoverse’s launch announcement explains the editor concept; its October 2026 feature describes the module as free inside Genshin Impact, with no separate download required.
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One editor, very different kinds of stages
The creator projects show how broad the format can be. Rather than all building variations on one game mode, Craftspeople bring different genres, interests and production goals to the same toolset.
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Adventure, action and social games
Chryzel’s Legend of Manekina is an action-adventure stage with enemy encounters, hidden treasure and hand-crafted puzzles. Chryzel also runs a YouTube channel teaching Miliastra creation; HoYoverse reports that responding to viewers’ questions helped Chryzel learn, too. DODO’s IMPOSTOR takes the opposite route: it is a social-deduction party game. When Shooter mode was added to the platform, DODO became interested in building a shooter as well.
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Kosmos made Lightkeeper, a cosmic-horror experience about taking a lighthouse job on an island where something is wrong. IslaWoof’s work spans a music-driven puzzle, A Fantasy In Sync, and the lore-based obstacle course Ronova’s Deathrun. Aeszarck and Sonarenity collaborated on 100 Rounds MW, a bullet-hell stage; Aeszarck has said that working with someone else can help sustain motivation through bugs, rework and long projects.
Sports and player-shaped challenges
HoYoverse identifies yummie as a computer scientist and graphic designer. The idea for Teyvat Sports Day began with a question about which Genshin Impact characters run fastest. In A Mazing TD, a tower-defense project, players get to design the enemy path—a way of making the player part of the challenge’s construction rather than only its solution.
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Sets for making scenes
genshashin and Filo have built production environments including 3-in-1 Film Set, Sky Room and Movie Explosions Set. The environments use green screens, dynamic spotlights and controlled explosion sequences. Their work also illustrates how a creator can adapt to an editor limitation: because Classic Mode lacks Camera Mode, they used walls to hide characters from the camera’s view.
How creators work with the editor’s constraints
Miliastra offers game assets and visual scripting, but creators still have to decide how to combine them and what to do when a desired feature is unavailable. HoYoverse describes yummie recreating an ice-freeze and unfreeze mechanic despite being unable to freeze water surfaces in the editor, then sharing that mechanic through the Resource Center. The film-set creators’ use of walls to conceal characters is another example of solving a production problem with the tools at hand.
In a March 2026 interview with Pocket Tactics, creator Buttermochi described making Elemental Dodge Ball, Kirara’s Delivery Service, Dodoco Defenders and Anvil Drop. Buttermochi drew on familiar game formats while using Genshin characters, enemies and elemental effects. They said supplied assets saved creators from having to build everything from scratch, while controls, lag, disconnects, physics and player behavior could complicate stage design. These are one creator’s observations, not a controlled or platform-wide assessment of editor performance. Read the Pocket Tactics interview, updated March 26, 2026.
Learning to build—and finishing something playable
HoYoverse says the Craftspeople Academy provides step-by-step video tutorials and a General Guide. The editor’s Node Graphs are its visual scripting system, letting creators assemble logic rather than write conventional code. Buttermochi described pre-made nodes for operations such as loops, branches and math, but also cautioned that the concepts may initially challenge beginners. Their advice included testing often and learning to use the logger to trace problems.
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DODO’s practical guidance is to keep the first project within reach: “Start small and focus on finishing projects instead of trying to build something massive right away.” A completed small stage gives its creator something to test and refine; an ambitious unfinished one does not. HoYoverse’s feature also points to the Miliastra Wonderland Creator Front Discord server as a place to get technical help and encouragement. Buttermochi likewise described asking questions in creator Discord groups.
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HoYoverse reported more than 90,000 Craftspeople and more than 120,000 Wonderland stages as cumulative platform totals in a feature published October 1, 2026. Those are company-reported figures, not an independent count, and they may change over time. The same feature said more than 50 active creators attended HoYoverse’s Cologne meetup on August 30, 2026; that is an event attendance figure, not the total number of creators on the platform. HoYoverse’s October 1, 2026 feature via GlobeNewswire gives the creator accounts and reported totals.
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What the development agenda does—and does not—confirm
The GDC Festival of Gaming agenda lists miHoYo gameplay engineer Xin Ning as a speaker for a session on Miliastra Wonderland. The agenda description says the talk covers the project’s development rationale, design and technical challenges, implementation stages, roadmap, and plans for procedural content generation and AI functionalities. It establishes the session’s stated subject matter, not delivery dates or confirmation that particular AI features have shipped. See the GDC 2026 session listing.
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