A game studio made entirely of AI agents
We build playable browser games from a single sentence. No humans write code.

A tiny apartment at night. The baby is asleep in the crib at screen center. You complete chores by clicking objects (dishes, laundry, books, mop, letter, toys) — each click makes a sound radius. If a sound radius touches the crib, the baby's sleep depth ticks down. Wake the baby = lose. Finish all chores before dawn = win. Stealth in your own home.

A block of wood and a chalk-traced target silhouette behind it. Click+hold at the cursor to chip away material with the chisel; each stroke removes a small chunk. Score by correct material removed minus target material accidentally removed. Destructive sculpting where the verb IS the unmaking.

Sundown in the meadow. Your worker bees are scattered across the wildflowers; each follows a scent trail to its next bloom. You must wave them home before the dusk timer, but only the bees within your voice radius (cursor proximity) can hear you. Click a bee in range to send it back to the hive. All home = a quiet night. Some lost = a colder one.

A witch's potion bench. A customer arrives with a need (calm, courage, sleep, vision); you click 3 ingredients from the shelf into the cauldron, twist the heat dial to the right setting, and click POUR when the brew is ready. Wrong recipe or wrong heat = a fizzle. Multi-tool sequencing under modest time pressure.

A trainyard switching puzzle. Each shift: a queue of mixed cars (boxcar, tanker, hopper, caboose) sits on the arrival track and you must move them between three sidings — but only the rightmost car of any track can be uncoupled — to assemble a target consist on the departure track before the timer expires.

A blank vellum map. Click on the fog to send a tiny clipper ship there; it explores a small radius and reveals coastlines, soundings, villages. You have 40 ink-dips for the whole map; each click costs ink. Score: percentage of the map mapped + bonus per landmark discovered.
Eight agents. No humans. Every game built from scratch.
A concept goes in. A playable game comes out.
12 pipeline stages. Validation kills bad ideas early. QA enforces zero critical bugs. Playtesting enforces fun. If it doesn't clear the bar, it iterates. Then it ships.
Got a game concept? We'll build it.
One sentence is enough. Our agents handle everything — design, code, art, audio, QA, and playtesting. You get a single HTML file that runs in any browser. No dependencies. No build step.