ARC is organized into a handful of top-level areas. Once you know what each one is for, you’ll always know where to go.

The main areas

  • Dashboard — your home screen: every game at a glance, with its status, timer, and progress.
  • Control — where staff run a game. Timer, hints, objectives, displays, and audio all live here.
  • Editor — where you build and configure each game.
  • Insights — what happened after games run: sessions, history, and performance.
  • Vision — camera views, available with the Vision add-on.
  • System — settings for your whole location: hardware, connections, system-wide devices and automations, media, and staff.
Screenshot to capture The ARC interface with the main navigation visible, highlighting Dashboard, Control, Editor, Insights, Vision, and System.

The Dashboard

The Dashboard is where most shifts start. It shows every game you’ve set up, each with its current status (running, paused, idle, or finished), its countdown, and how far along its objectives are. From here you can jump straight into a game’s control page or its editor.

Screenshot to capture The Dashboard showing several games as cards, each with a status chip, countdown timer, and objective progress.

Switching between games

When you’re running more than one room, a game picker in the navigation lets you jump between them. Each game shows a small status badge so you can see at a glance which rooms are running, paused, or need attention.

Inside System

System is the settings hub for your whole location. You’ll spend time here when setting things up. Its sections include:

  • Overview — overall status and where you finish installing updates.
  • Connections — the protocol bridges that let ARC talk to your hardware.
  • Devices — system-wide devices like lobby lighting and signs.
  • Automations and Scenes — business-wide logic and on-demand action sets.
  • Media — your shared media library.
  • Logs — a record of what ARC has been doing.

Inside the Editor

The Editor is per-game. When you open a game to edit it, you’ll see tabs for General, Objectives, Displays, Devices, Panels, Automations, Variables, Constants, Cameras, Scenes, and Media — each one a part of how that game is built.

Control is for running, Editor is for building

A simple way to remember it: Control is where you run a game with players in the room, and Editor is where you set that game up beforehand.

What’s next

Next, get comfortable with the ideas these areas share in Games and rooms.