Miliastra Wonderland stages are created in the in-game Miliastra Sandbox. Its documented tools let creators shape terrain, configure item components and character skills, and connect components with logic flows. The Resource Center adds a way to reuse and share prefabs and assets. Templates and visual logic can speed up building, but exact features and publication controls may vary by game version.
What the Miliastra Sandbox lets you create
HoYoverse describes the Miliastra Sandbox as the editor for making stages and experiences in Miliastra Wonderland. Its core pieces are the environment, the components players interact with, character skills, and logic flows that connect behavior. These are building blocks for a stage, not separate standalone creation apps. HoYoverse’s Miliastra Wonderland overview introduces the editor and its creation capabilities.
Terrain, item components, and character skills
Terrain provides the setting and physical layout. Item components can supply objects and interactions, while character skills shape what players can do. The overview presents these as editable elements creators can combine; it does not establish that every asset or skill is available in every project.
Logic flows connect the pieces
Logic flows let creators link components and define how an experience behaves without conventional coding, according to HoYoverse’s feature overview. Think of a node graph as a visual way to connect events, conditions, and responses. The official overview is a high-level description rather than a complete catalog of nodes or a step-by-step logic manual.
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- Hall Effect joysticks and Hall triggers. Wear-resistant metal joystick rings.
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- Refined bumpers and D-pad. Light but tactile.
Templates, reusable assets, and UI components
In practice, reusable pieces can mean either an editor resource such as a prefab or a set of interface elements assembled for a particular project. They address different needs: prefabs and assets can be imported into the editor, while UI components help build menus and interaction screens.
Use the Resource Center for prefabs and assets
HoYoverse’s Luna III editor update notes, dated December 3, 2025, describe the Wonderland Resource Center as accessible from the stage editor. It supports uploading and managing prefabs and assets, browsing and downloading resources, and importing them into the editor. The notes summarize it this way: “The Resource Center offers the following features: a) Upload & Share: Upload and manage all kinds of prefabs and assets here. b) Download & Import: Find and download prefabs and assets, then import them straight into the editor.” Read the Luna III editor update notes.
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That workflow makes it possible to reuse resources rather than recreate every element from scratch. It does not guarantee that a particular resource is available to every creator or compatible with every stage; check the resource and the current editor for project-specific availability.
Build interfaces with UI Control Groups
A community walkthrough demonstrates UI Control Groups as reusable interface components. Its examples include image and text assets, layers, custom buttons, and floating interaction pages. These can help organize a custom interface, but the walkthrough is an example—not an authoritative or exhaustive specification of the current editor. Menu labels and steps may change as the game updates. See the community UI Control Groups walkthrough.
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How to think about a creation workflow
A useful way to plan a stage is to separate its layout, reusable content, interface, and behavior. The exact controls depend on the current client, so use this as a design sequence rather than a claim about specific menu paths:
- Plan the stage: Decide what players should do and what the environment needs to support.
- Shape the world: Build the terrain and place or configure item components and character skills.
- Reuse suitable resources: Browse the Resource Center from the stage editor and import available prefabs or assets that fit the project.
- Assemble the interface: Where needed, use UI components such as images, text, buttons, and interaction pages to guide players.
- Connect behavior: Use logic flows to link components and express the intended interactions. Community node-graph examples can offer ideas, but do not assume they document every available node.
- Review in the current editor: Check the stage in the game client and consult current in-game notices for changed tools or controls.
Publishing and sharing a finished stage
The official overview presents the Sandbox as a way to create Wonderland stages and experiences, and the Resource Center explicitly supports sharing and importing assets. Those are distinct from publishing a finished stage for players. The sources available here do not establish a complete, current sequence of in-editor publication steps or enumerate visibility settings, so menu paths and options should be verified in the current game client rather than guessed.
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HoYoverse’s official stage-design-guide contest is a historical example of sharing work outside the editor: entrants had to publish a guide on an eligible social platform and submit a survey. The contest ran February 27–April 5, 2026 (UTC+8), and is over. Its prizes—up to USD 1,000 for Gold, USD 800 for Silver, USD 500 for Bronze, and USD 200 for an Outstanding Works Prize—were contest rewards, not an indication of typical creator earnings or an ongoing opportunity. See the official contest announcement.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why the editor may look different over time
Miliastra Sandbox capabilities evolve through updates. HoYoverse’s Luna VI notes, for example, describe environment controls and a VFX Tool module, while other editor notes document fixes and additions. A feature described in update notes is not proof that its exact configuration remains unchanged in a later client version. Confirm current availability and labels in-game before following older instructions. Consult HoYoverse update notices.
Quick Recap
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- Multi-Platform PC Gaming Controller: Working with Switch, PC, Android, and iOS devices via Bluetooth, wired, and wireless dongle connections.
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- 2-Way Trigger Lock: With trigger stops, gamers can toggle between short and long pull positions. Additionally, gamers can activate hair trigger mode by pressing M+LT/RT (triggers must be in the long pull position).
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