Every release, written down the day it goes out — named for the date it shipped. The backlog is here too, so directors know what their crew can do this week and what is still being built.
Less background work when opening agent windows, stable production warnings, and floor plans that can continue while missing props are prepared. Last AI edit of this release note: GPT-6 (exact version not provided by the environment) · 2026-11-08T02:47:50+03:00 · Codex desktop.
Build editable floor plans from the screenplay, keep adding shots to long scenes, and open pictures with a double-click. Last AI edit of this release note: GPT-6 (exact version not provided by the environment) · 2026-11-07T17:34:56+03:00 · Codex desktop.

Keep accepted generations moving across projects, see waiting estimates, and set the studio’s capacity. Download storyboard frames or 16:9 sheets with or without captions. Last AI edit of this release note: GPT-6 (exact version not provided) · 2026-11-06T12:15:54+03:00 · Codex desktop.

Edit each sheet’s full prompt, move between scenes with your work saved, and guide the drawing with your references. Last AI edit of this release note: GPT-6 (exact version not provided) · 2026-11-05T06:24:37+03:00 · Codex desktop.

Move through your scene in sheets of up to nine shots, with a separate prompt, image and take history for each sheet. Last AI edit of this release note: GPT-6 (exact version not provided) · 2026-11-04T21:28:20+03:00 · Codex desktop.

Credits, departments and the marketplace, working against Stripe's test account. Nothing on stanislavsky.ai charges anyone yet.
Follow the team’s hours in Render and agent windows, compare work across people and departments, and see how model requests and errors change day by day. Last AI edit of this release note: GPT-6 (exact version not provided) · 2026-11-02T11:59:42+03:00 · Codex desktop.

Apply a location's conditions to every scene that needs them, review proposed edits and launch work from department chats, and build a complete production plan in ClickUp. Seedance can edit or extend a finished clip, video alerts tell you when it is ready, and department windows keep your work as you move between people and shots.

Casting, costume and art can change around a shot or sequence without rewriting the references it was set up with. Refresh from scene pulls the scene's current pictures when you ask, and leaves your prompts, models and own references as they were.
Deleting is no longer the one thing the studio cannot take back. Every delete of the last 30 days sits in one place — the takes, characters, props, costumes, boards and albums removed from inside a production, and whole productions — and anything there can be restored in one press, exactly where it was.
A character's appearance and visual identity are no longer lost when the window switches to another person, closes or reloads: what you typed is kept in this browser, per character, and is back when you return. And Save now keeps your own words apart from Redesign appearance — a Reshoot is made from the age and description you saved.
The Video stage of a sequence no longer shoots only Seedance: pick Kling v3, O3 or 4 and the cuts go out as their own prompts and lengths; pick Wan 2.6 or PixVerse V6 and one switch asks them for several shots. The choice stays with the sequence, and its price is under the settings before you press.
The DoP's Camera tab draws the shot as a plan, an elevation and a frame, and moves with every field — size, angle, height, lens, sensor, aspect, aperture, move. The same setup is written out in words for a model that takes no picture.
Props brings back the choice of scenes an item is used in: press a scene on the item's card and it is used there too — its description, grade and handling copied, with no second prop to make by hand.
A production anyone can read — LURIA, for the Guide — shows its pages and pictures, not who works on it; and the analytics export opens in a spreadsheet as text.
The Props window has its rail of scenes back: the Project registry at the top, then every scene with what it holds — another scene one click away.
The ring that shows what to press now moves like a tour's — opened over the whole screen, it closes in on the control — and Casting's missing step is pointed at by its button, not a band around the section.
Press something the project isn't ready for and the studio opens the screen where the hold is lifted, with the control to press ringed and named — the same yellow ring the first-scene guide draws. A photograph of a makeup condition over 12 MB is made smaller on the way in instead of being turned away, and a picture that cannot be added says so under the button you pressed.
The phase on the Next step bar follows the work: once a shot has its first take, the project is in Production, and what Pre-production still owes stays on its column in Workflow.
Close the breakdown's progress window, or open the project in another tab, and Show progress brings it back for as long as the run goes on; approving the screenplay in the Producer's window is one press, and the estimate reads the film's length off the screenplay. In Casting the appearance is written from the screenplay, and the camera test follows it in order.
Prepping scenes is now run by the studio, not by your browser: close the tab, let the laptop sleep or sign in as someone else, and Full Pre-Production carries on — and when you open the project again, its window is back with the run where it is.
Files you add as references are read when the breakdown starts and land where each department looks, and an outline can stand in for a screenplay; the breakdown asks how long the film should run, says what really stopped it and stops when you press Cancel. Full Pre-Production preps five scenes at once, and keeps scenes in one place on one script day in order so their light matches. The crew works to the film’s genre, references sit beside the pictures they steer, a window opened from another has Back, the name at the top of Casting, Costume and Props switches, the chat is as designed, a Seedance sequence opens on its Video, someone shared with a crew role sees their own lane, and the Shot generator checks the account that pays before a render goes.
Projects can be vertical or square; the studio bar is one line that never moves, windows grow out of what you clicked, and what waits for you glows; closing a window no longer stops what it was making — Generating now shows every run with its Cancel; the chat opens on one round table; the Shot generator says who is rendering and makes up to four takes in one press; the art department follows the DoP and keeps its references; the Producer's and the Director's pages can be written by hand; and any take can be deleted, with ⌘Z to bring it back.
?cinema=0 switches the motion off for your browser.The home page opens on a film: a reel of 35mm frames runs under the headline, the three moves from screenplay to cut play out as you scroll, and every department sits on one timeline that slides past as you go.

The editor's Settings menu keeps what a production needs — the generation aggregator and your provider keys; the studio's system prompts and vocabulary are now looked after by the studio team.

Casting and Costume are back to their designed layout: no Direction field at the top of the pre-production windows, a character's appearance in Character, and a costume look's garment beside its words.

Luma Ray 3.2 Reframe joins Video edit: a 16:9 take comes back as 9:16, 1:1 or 21:9, and your sentence says what fills the edges it gains.

One shot, end to end: the team plays it with stand-ins, the DoP keeps that shoot with the shot and says who is who and which pictures go in, one press loads it into the Shot generator, the final frame keeps the stand-ins' composition, Restore through refs brings the cast's faces back, and Seedance tests before it renders in full. It shipped in 2026.10.10; here it is in the order you use it, played on LURIA's scene 34.

A release's page can show what changed on the studio itself — a short demo on LURIA, played through or tried by hand — and a production with an album for every scene no longer buries From gallery under a wall of them.

The DoP prepares a shot from the team's reference shoot and loads it into the Shot generator in one press, and a final frame can be restored through the cast's own pictures; every pre-production department takes a Direction and your own pictures as takes; the DoP reads the film's references and the sensor; Cancel stops a render at the provider; Seedance gets a Final frame and a test clip; Render edits a finished clip; the breakdown has Vehicles.

The newest release opens on a frame of its own: one still from a film set that stands for what changed, with its slate line under the title.

A shot's references and checks follow the people in it; every render waits five seconds with a Cancel that costs nothing; pictures paste from the clipboard; settings survive a reload; the Shot generator makes room on any screen; one style text rides on every prompt of a project; props take your photos again, and the DoP chooses the camera.

Signing up with Google needs an invite code too; an address waiting on a workspace joins once its owner confirms it; and Google takes back an address that was never confirmed.

The practice tour opens on its path, walks the editor first and celebrates each of its six sections; Prep the Scene no longer re-runs a finished shot list, and gallery pictures load just ahead of the scroll.

The whole studio answers the keyboard; the shot list says what coverage is missing and where the line is crossed; each scene is compared with the one before it; and model pickers start from the result you want.

The Shot window holds the whole shot; every decision says what it opens, sends back and costs; interpretive fields say where they came from; props, wardrobe and makeup have continuity of their own; the crew feed has channels; a production has a language; Casting checks characters against the screenplay. And: a missing controlling idea is an exception you decide, dialogue says where it is heard from, only what is heard goes to sound, and a poster is not progress.

The screenplay's validation now opens Pre-production; light, look and grade each belong to one person; the ? opens the book on the window you are in; Members and Usage & spend show the real workspace.

The last of the redesign lands: the timeline remembers how you left it, the breakdown's estimate and progress read like the rest of the studio, the Bin finds and plays your sound, every model picker says what a model is good for, and the team talks beside the crew in every window. The landing, changelog and settings take the same look, LURIA is open to everyone, read-only — and the Guide has a game: shoot one scene of it, then keep it as your own project.

Lighting and Production Design are laid out the way their departments work: Lighting picks a shot and plans it, or compares the scene's shots side by side; a scene's Production Design reads pictures first, one row of steps with what is done ticked. The menus hold only what works, the crew panel shows the crew actually cast, and the sound sheet, sign-up and the pipeline diagram stop claiming what the studio does not do. The guide's dead ends are gone, and Export sits beside Share. One Next step bar over the timeline says what the project needs now, every department is on the timeline with what it waits on, and the timeline works from the keyboard.

The Shot window shows its take again on a laptop screen. Costume and Makeup follow the person you click, even while they are open. The sound sheet stops inventing a score for shots nobody spotted, and the delivery sheet stops promising a codec and stems the archive does not hold. The Producer's review no longer pretends to save. And every missing or refused key is described in one sentence that says where to connect it — with a key that renders but cannot read its balance called what it is: working. And before a video renders, the crew now reads its prompt against its references and offers a rewritten prompt where it would be refused — as advice, never a block.

The chat moves into the production: one button in its top bar opens the people on it, its crew and its groups — in one place instead of four. And what people reported, put right: every department window shows its own header again instead of hiding it under the top bar, a shot's render is billed as the one take it keeps, the takes strip scrolls again, the screenplay beside a window opens at its scene, an unsent prompt survives a reload, Render leads back where it was opened from, and From gallery finds a picture by its name.
Every production now says which phase it is in, what is blocking it and what each shot has reached, and a take is approved by a person, not by being rendered. Props, costume, makeup, light and sound have their own lanes on the timeline. Messages lets people in a studio write to each other, with the crew at the table.
Buttons and windows now use the words a film crew uses: you prep a scene, design and reshoot a take, circle the ones you like and pick a select. Nothing works differently; it is only called what it is on a set.
The shot list is edited where the film is laid out: a Seedance sequence is added, copied or removed from the Sequences track, a shot from a + at the end of any scene, and a scene the DoP has not reached yet takes its first shot by hand.
The bot now keeps what you tell it about its manner — shorter answers, no preamble, English in this chat — and tells a remark about itself apart from a wish, a fault or a correction.
In a group chat the bot now answers only the messages meant for it — a mention, or a reply to one of its messages — and every conversation it has is kept where the studio's staff can read it back.
A second Seedance DoP, built from a real cinematographer's own account of how he works — and the DoP you cast now shapes the shots themselves. Every agent in the crew has a page of its own.
The processing window counts the model's tokens and shows what it is writing again, instead of waiting in silence for a stage to finish.
The breakdown no longer gives up on a feature-length script, a reel you create gets its crew again, and stopping Analyze all no longer leaves a scene half read.
Whichever way you reach the studio — the portal, the “?” button, the forms, the bot — your request lands in one place, says which door it came through, and carries a deadline: six hours if it blocks you, a day otherwise.
A bot that knows the documentation by heart, reads your production when it is asked in a chat you trust, and takes a bug report by talking instead of by form.
The Shot generator's Upload button now takes every picture you pick, the way dropping them on it always did — and you can say which Claude the crew answers you with.
LUR_ANNA_REF02.jpg — so a folder of them sorts itself. Looking is enough: somebody who may only view the production can take the file too.← from post #13 · suggested by 1 personA location is one place now, shot in as many looks as the story needs, and a costume says which scenes it is worn in — so a scene marked winter night stops building on the summer the place was drawn in. What was made before the change says so: an amber dot on every take whose source has moved, and a log of every row that changed anywhere in the production, with what it said before. Pictures can be dragged straight into the studio from your desktop or another tab, and the Producer’s dailies can arrive on your own ClickUp board.
Two lists that did not exist, and a way to ask them a question. The documentation is the whole studio explained department by department, for the people directing rather than the people building it — and the ? in every corner now answers out of it. The services page names every screen that sits beside the reels — the benchmarks board, the usage and cost reports, the prompt and dictionary editors, the desks behind the feedback portal — none of which were linked from anywhere.
The production passport now carries the Camera's plan for every scene, numbers its locations and props, and says who on the production directs each agent. And a Director's brief now opens the window of the department it was written for. And a session recorded from the ? can now carry your voice.
Every page of the studio now has a question mark in the corner. It records what you do while a problem happens, and turns that recording into a bug report Claude drafts for you — you read it, fix what it got wrong, and send it straight to the team.
The Director can now break down every scene still waiting for its shots with one button instead of one scene at a time. The export can hand over the production passport — the whole film as a printed reference document, pictures and all — and, beside it, what the production cost and who spent it. The timeline can be set to one department at a time. And every crew card says how long that job took.
A production nobody gave a poster no longer waits for one. While the Director reads the script, the studio draws the key art — and a poster now carries the film's title the way a release one-sheet does, not the working name the project list knows it by. The production files every generated clip on its shared drive under one name — production, scene, shot, take — and the crew was renaming each download by hand to fit it. Clips now leave the studio already called that, one at a time or a whole scene at once. And a render that runs long, or is turned away without a reason, no longer ends as a failed take the crew sends again. When a render does fail, the studio now says so wherever you are, whose problem it is, and what to do about it. And a production can now carry its own provider keys, so a client's film is billed to the client's account whoever on the crew renders it. On a phone, a reel now opens its crew chat and its sharing. And a big production no longer drags: typing, switching shots and opening windows keep pace on a reel of a thousand shots.
Three things the studio found on one character: a made-up face turning up on the character's own Casting card, a full length that came back clean under a stitched portrait, and a wound that went soft the moment the camera stepped back. They are fixed — and makeup can now be built the way it is on set, one state on top of the last.
Two things the studio wrote in about, and they turned out to be the same complaint from opposite ends: the editor freezing mid-sentence while a generation ran, and a render you had no way to read. The editor was asking for its crew's progress once per open window, several times a second, on the same channel your own edits travel on — so a keystroke queued behind a status check. It now asks once for the whole production and is told 'nothing new' in a few hundred bytes. And the Shot window finally says where your render is in the queue and how long this model actually takes, while the render itself stops belonging to the tab that asked for it.
Two doors open. The studio now keeps a record of the craft decisions you actually make and can distil them into a Disciple of your own — built module by module, and read against a scene before you hire it. And a feedback portal, open without an account, where anyone can post what broke or what is missing, vote on someone else's, and follow it under a link that never changes.
Drop a clip on a shot and the reel takes its length from the footage. And the reel's clock stops losing seconds to the gaps between cards, so a bound video plays to its last frame instead of stopping short of it.
A department thread becomes a room: two to eight crew members at the same question, answering in turn and passing the floor to each other. And an answer stops being advice about which window to open — it ends with the window, already filled in.
A reel shared for viewing now behaves like one. Fields you cannot save no longer take your typing, buttons that would be refused say so instead of pretending, and the Share dialog offers your production's own crew as job titles instead of a list of roles this studio does not have.
Scenes get the shots you want in them: add one where it is missing, duplicate a setup for coverage, or have the Camera dept write one from a line. Cutting four shots down to one now sticks — a re-analysis re-plans around your edits instead of over them.
There is now an Upscale button on every image and every clip in the studio. Pick a delivery size, watch it come back, and either replace the original everywhere or leave it where it is — both versions stay in the gallery either way.
The right-hand panel stops being a placeholder: you talk to the crew about the production that is open, or to one department on its own, and the answer comes back with the shot list in hand. ⌘Z reverses what you just did. A take can sit in as many albums as it belongs in.
The first vertical slice of hired crew — a 1st AD with a catalogue of disciples behind it, castable from the marketplace and injected into the pipeline's personas. Around it, a week of the unglamorous half: runs that would not stop, a trail that lost deletions, and a database that answered 500 instead of trying again.