How Genesis Workflow Studio works
A complete, honest guide to what's implemented today — for testers, admins, and early users.
This page describes exactly what Genesis Workflow Studio does today. Anything marked Future Feature is designed but not yet built — please don't expect it to work while testing.
Introduction
Genesis is a platform for building, running, and governing teams of AI agents. A Workspace is where your team's Projects, AI Teams, Blueprints, and Mission history all live.
Workflow Studio is where you design the *shape* of AI-driven work before it runs — the steps, their order, and what happens if something fails — using a reusable, versioned object called a Blueprint. Mission Runtime is where a Blueprint is actually executed. Studio is the design surface; Runtime is the execution engine.
Platform Architecture
Workspace
├── Dashboard Overview: activity, status, quick actions
├── Projects Human-facing project & task tracking
├── AI Teams Define who does the work (roles, tools)
├── Work Intelligence Mission planning & requirement clarification
├── Safety Authority Governance policies & approval routing
├── AI Providers AI model provider connections
├── Mission Runtime Every Mission Run, live and historical
└── Workflow Studio
├── Blueprint Library Design & manage Blueprints
└── Template Library Certified, reusable BlueprintsA Blueprint is designed in Workflow Studio. Publishing it creates an immutable, numbered version. A Mission then executes that exact version in Mission Runtime — the Draft can keep changing without affecting a run already in progress.
Complete Workflow, End to End
Create Workspace → Create Blueprint → Design (Visual Builder)
→ Validate → Compare Versions → Publish
→ Mission Runtime (run it) → Workflow Debugger (inspect it)
→ Production ExecutionEvery stage above is fully usable today.
Visual Builder & Node Types
Steps are added by clicking a type in the Node Catalog (drag-and-drop is Future Feature). Only a step's Name and its Compensation Step pairing are editable for every type; Sub Workflow additionally lets you pick its target Blueprint. Every other type's detailed configuration (a Decision's condition, a Loop's source, etc.) is not yet visually editable.
Start
ImplementedMarks the entry point of the workflow.
End
ImplementedMarks a terminal point of the workflow.
Agent Task
ImplementedOne AI agent carries out one unit of work — fully configurable.
Decision
Partially ImplementedBranches down one of several paths.
Condition
Partially ImplementedA single guard check before a step runs.
Loop
Partially ImplementedRepeats a path over a collection of items.
Parallel
Partially ImplementedMultiple steps intended to run concurrently.
Merge
Partially ImplementedBrings parallel branches back together.
Sub Workflow
ImplementedCalls another whole Blueprint as one step — fully configurable.
Delay
Partially ImplementedPauses for a fixed period of time.
Wait
Partially ImplementedPauses until an external condition occurs.
Human Approval
Partially ImplementedPauses until a human approves — the approval mechanism itself works in Mission Runtime.
Blueprint Lifecycle
Draft ──Publish──► Published (v1, v2, v3 …) ──► Deprecated ──► Retired ▲ │ └──── keep editing ──────┘ (Published versions are immutable)
The Draft is always editable and never versioned directly. Publishing creates an immutable, numbered snapshot. Deprecate/Retire actions are available on any Published Version. Partially Implemented — a full, formal multi-stage Draft → Review → Testing → Approval chain is not fully built; publishing today only requires passing validation.
Workflow Debugger
The Debugger inspects one real, already-started Mission Run — a Timeline of every step, a Prompt Inspector (the exact resolved instruction sent to the agent), a Variable Inspector (input/output data), and an Exception Viewer if a step failed. All Implemented.
Breakpoints Partially Implemented — pause your own view of a live-streaming run, not real execution.
Simulation Mode, Agent Memory Viewer, Tool Response Viewer, and Live Variable Editing are all Future Feature.
Version Comparison
Pick any two Published Versions and see exactly what was added, removed, or changed — steps matched by position, not name, so a rename shows as a change, not an add-plus-remove. Implemented
Compensation Pairing
Any step can be paired with another step in the same version as its declared "undo" action. Implemented for authoring, validating, and saving this pairing.
Important: Future Feature — Mission Runtime does not yet automatically invoke a step's compensation when it fails. Treat it as documented intent, not an automatic safety net, until this is built.
Permissions
Every user has one role per Workspace, from an ordered hierarchy:
- Guest — read-only access.
- Member — everyday work: Blueprints, Missions.
- Admin — workspace configuration.
- Owner — full workspace control.
Mission Runtime
Starting a Mission creates a Mission Run against one specific Published Blueprint Version. Runs update live as steps execute, can be retried or cancelled, and can pause for Human Approval. All Implemented.
Current Product Status
| Capability | Status |
|---|---|
| Blueprint Draft / Publish / Versions | Implemented |
| Visual Builder canvas & Agent Task / Sub Workflow | Implemented |
| Other node types (detailed configuration) | Partially Implemented |
| Version Compare | Implemented |
| Compensation Pairing (authoring) | Implemented |
| Compensation Pairing (auto execution) | Future Feature |
| Mission Runtime | Implemented |
| Workflow Debugger (real-run) | Implemented |
| Workflow Debugger (Simulation Mode) | Future Feature |
| Template Library & certification | Implemented |
Current Limitations
- Compensation Pairing does not execute automatically.
- Most node types can be placed but not configured in detail.
- There is no Simulation Mode — every run is real.
- The Debugger cannot show agent memory or raw tool responses.
- Debugger breakpoints do not pause real execution.
- No drag-and-drop step placement, and no undo/redo in the Builder.
Frequently Asked Questions
Can I edit a Published Version? No — they're immutable. Edit the Draft and publish a new version instead.
Will my Compensation Step run automatically if something fails? Not yet — this is a documented future capability.
Can I test a Blueprint safely without a real run? Not yet — Simulation Mode is not implemented.