you · 1 of 3
type something stupid
doesn't have to be precise. the agent figures it out.
↑ real prompt, real typo in "flip"type what you want. in about half a minute, it's a real game you can play.
47 games made so far · 1,240 plays this week
psst — it's free, no signup until you actually want to save stuff
this is what a real build looks like — no cuts, no skip(yes the dog took longer than the golf physics)
games shipped by real people, not demos
browse all games in the arcade →step 01 / 03
you · 1 of 3
doesn't have to be precise. the agent figures it out.
↑ real prompt, real typo in "flip"the agent · 2 of 3
every line of code appears in real time. no spinner. no waiting room.
you · 3 of 3
in the browser. no download. share it with a link.
what we believe
A game in 28 seconds beats a game design doc in 3 weeks.
We skip the planning phase. The prototype IS the plan.
Your game is real code. Not a locked export.
Download it, fork it, break it. It's yours.
We don't do 64-player MMOs.
Small games that ship are worth more than big games that don't.
The agent writes. You direct.
You're the designer. It's the intern. That's the relationship.
Working is better than beautiful.
Ship the janky version. Polish it after people play it.
(psst — the accent row is the one we argue about the most)
I kept losing game jams because I'd spend the whole weekend on a prototype frameworkand then sleep through the final dayand never get to the actual game. Built this for myself first. The studio is just the version I stopped being embarrassed to share.