Your agents play the game before they tell you it works.

A lightweight engine and world bible for teams that build with agents. Agents do the plumbing, the testing and the first drafts. You keep the craft.

Ten agents. Ten engines. Every result proven.

What it is for, and how early it is

Games it is for

Stylised 3D adventure, open world, survival and crafting games, in the vein of Raft and The Last Caretaker. Painted 2D adventures work too. No art style is forced.

What it handles well today is the heart of those games at a smaller size: hand-built stylised spaces, interiors and vehicles (a raft deck, a ship, a station, a building, a painted room), with characters walking, carrying, sitting and building from parts. The bigger target is where it is heading.

gejm.dev does not compete with Unreal on photoreal, big-budget games.

Not yet

  • Co-op The simulation is split between server and client already, but there is no network.
  • Open-world size No terrain, water, streaming or level of detail yet.
  • Player saves Saving the player's game across versions of the game.
  • Sky and creatures Time of day, weather, and navmesh for creatures.
  • Other platforms Windows only for now.

How early

  • Early access Not a beta of a finished product. The engine grows with the games being built on it.
  • Breaking changes happen File formats, script APIs and tools change without a migration path while the engine finds its shape.
  • No ship date soon Not for teams shipping in the next months.

See it run

One request fans out into ten sessions. Each one gets its own headless engine, steps the world, plays the game and passes its test. The drafts come back to a person for review.

  1. write TypeScript, with a definite typecheck answer for what is on disk
  2. set up the situation in one call: spawn, set a component, reset from a snapshot
  3. step the world tick by tick, drive the player, walk it to a point
  4. query the world back: what happened, where, and why
  5. prove it with a test that names the rule it proves

The problem, in developers' own words

“Appears valid but the game is actually unplayable.”

On code written by agents inside editor engines

“Has no way to see what it's producing.”

On agents bridged into an editor

“Each session starts cold.”

Ludus AI, on agents in Unreal

How it works

  1. Canon

    Canon in the bible

    Characters, places, props and styles live in gejm.dev Bible. Agents draft; a person accepts every change.

  2. Plan

    A feature planned

    Written in someone's own words, turned into a spec with one provable rule per line, citing the bible.

  3. Build

    Sessions in parallel

    Each slice gets its own agent and its own headless engine, and proves its own work.

  4. Draft

    Drafts to the artist

    Models at gameplay scale with collision and sockets working, finished by the artist in Blender.

  5. Play

    Play and prove

    A playtest note carries its replay, so the agent reproduces what the tester saw and proves the fix.

The whole flow, with two worked examples

Who it is for

Our stance on AI

gejm.dev does not replace artists or game developers. The agent does the plumbing, the checking and the drafts. People keep the craft and the final say.

Read the statement

Works with

gejm.dev Bible also works with Unity, Unreal and Godot. All integrations

Built in the open

The engine is open source. Its code is on GitHub; its specs, roadmap and plans are public on KiwiPow Server, where every behaviour is planned and proven by a named test.

How it compares

Plays its own work Parallel sessions Files as text A canon
Editor engines with an MCP pluginMostly editsOne editor per projectScenes and Blueprints are hard to diffNo
Agent add-onsSome send input and take screenshotsBound to the editorAs the engine below themNo
Prompt-to-game toolsNoNoVariesNo
gejm.devEvery session steps, plays and testsA headless engine per sessionScripts, generators, scenes and reportsgejm.dev Bible

Compiled October 2026. The full comparison

Early access

Free during early access. For small teams and solo developers who already build with coding agents, are making one of the game types above for Windows, and want to shape the engine.

What we ask: playtest notes, honest reports, and permission to show your game when it is ready.

Join the early access