Oneshot
Hollow Knight boss fight
A side-view boss fight. Player jumps, dashes, air-attacks, and chains ground combos. The boss alternates melee slam pressure with ranged attacks across a wide arena with room to dodge and reposition.
"I want to make games, but I have no idea about programming or art."
An AI-native game development studio where agents can design, code, make art, run the game, and keep iterating with you.
vibegame
Game development differs from general software development along three dimensions: it is continuously iterative, it spans tightly coupled heterogeneous artifacts (code, visual assets, animation, physics), and its correctness must be exercised at runtime rather than verified by type checking or unit tests. We present vibegame, a multi-agent system designed for this domain. Vibegame organizes development as a task-bound pipeline that proceeds through technical planning, static review, and runtime verification, with a project-level regression suite accumulating replayable assertions across tasks. The agent framework decomposes each agent into a model and a harness, identifies three fundamental harness mechanisms (Plan-then-Implement, Closed-Loop Control, Ralph Loop), and applies them to design a lifecycle-stratified topology of designer, artist, and code-focused agents coordinated through structured files. The engine layer offers a Unity-like Node-and-Scene structure that constrains agent code into modular form, a unified asset manifest that lets humans and agents collaborate over a shared registry, and a complete programmatic interface that lets agents arbitrarily intervene in runtime state, transforming verification from passive observation into active intervention. The system supports two human interaction modes: normal mode, where the user gates each task, and auto-proceed mode, where the orchestrator drives an entire goal autonomously under a goal-level reviewer's blocking flag.
Demos
Oneshot
A side-view boss fight. Player jumps, dashes, air-attacks, and chains ground combos. The boss alternates melee slam pressure with ranged attacks across a wide arena with room to dodge and reposition.
Multi-turn
Top-down dungeon shooter. Player moves through rooms, shoots enemies, and rolls to dodge bullets and incoming projectiles.
Multi-turn
Turn-based tactical strategy. Two players take turns commanding units across a grid map, capturing objectives and engaging in unit-vs-unit combat over a network connection.
Studio
Studio is the control room: agent conversations, tool calls, file previews, assets, game preview, and human steering all in one place.


