Say what you want to play. An agent writes it, draws it, tests it in a browser, and publishes it to your own arcade. Tonight you could be playing:
A kart racer on a frozen lake, a one-button climber with a collapsing wall, a puzzle where stacking light is the mechanic, a cozy game about a cat and the post, or a 16-bit platformer with a spin attack.
Invite-only while we build it. One email when it's your turn.
The studio is not a prompt box wired to a code snippet. It is an agent with a whole machine: an engine, an asset pipeline, a browser to test in, and somewhere to publish.
A sentence, a paragraph, or a pile of reference images. Genre, feel, era, the one mechanic you care about. Whatever you'd tell a friend who was going to make it for you.
A cloud machine spins up with the game engine and toolchain on it. The agent writes the code, generates the art and audio, wires the input, and assembles a real project, not a snippet.
Before you ever see it, the build is loaded in a headless browser and driven: does it boot, does it hold framerate, does anything throw. Failures go back to the agent, not to you.
The web build is published to yourname.vbgnt.com.
Send the link to anyone. It opens on their phone, their laptop, or
the browser on their television. Games built for online play come
with a lobby, so the link is also an invite. When it's ready for
more, one click exports desktop and mobile builds and puts them on
itch.io.
One web build, four ways in. The agent wires each of them up as part of making the game, not as a port afterwards.
Underneath is an ordinary game project with ordinary files. You can look at all of it, and take all of it.
Every player gets a vanity arcade: a real subdomain that shows your games as a console dashboard, not a file listing.
yourname.vbgnt.com, claimed once and permanentAsk for online co-op or versus and the studio builds the lobby, the room codes and the invite links along with the game.
yourname.vbgnt.com: the page
anyone you send the link to lands on.Every game is a chat thread on the left and a real project on the right. Ask for a change and watch the steps land. Open the files if you want to see what it did, or edit them yourself and carry on talking.
Most of the difficulty in generative games is not writing the code: it is everything the code needs to become a thing that runs. That's the part this studio owns.
Code is the easy half. A game also needs a rigged character that runs, a sprite for every enemy, a material that tiles, and a walk cycle that loops. The agent makes those too, in the run that writes the game. Everything below is lifted straight out of finished builds, at the resolution the game ships it.















Audio too: music and effects are generated in the same pass. Easier heard than shown, so it is waiting in the demo arcade.
Your games don't land in a shared feed. They land at a subdomain that is yours, laid out like a console dashboard: big cover art, a hero shelf, playable with a thumb or a D-pad. Claim a name and it is permanent, because you're going to send it to people. When you want strangers to find a game too, star it and it joins the games directory, one game at a time, on your say-so.
Claim your name → See a live arcade ↗ Browse the directory ↗
Above your games in the studio: how many people opened your arcade, how many started a game, which games they chose, how long they stayed, and whether they were in a browser, on a Windows build you exported, or on a phone. The arcade itself shows nothing. No cookies, no addresses kept, no third-party script.
vbgnt is an MCP server. Connect it to Claude, to Claude Code, or to any assistant that speaks the protocol, sign in once, and that agent can make games on your account from wherever you already talk to it: the story you wrote together becomes a game, the lesson plan becomes ten of them, and the export happens on a schedule.
https://api.vbgnt.com/mcp
A generative studio that oversells itself wastes your afternoon. Here is the shape of the thing before you sign up.
"A kart racer" is a genre and it's fair game. A specific character from a specific franchise is not, and the studio will steer you back to something you can actually publish and share.
One mechanic done well arrives fast and plays well. "An MMO" does not. The best first prompts read like an arcade cabinet's marquee, not like a design document.
The first build is a draft you can already play. Getting from there to the game in your head is a conversation: usually a short one, always a specific one.
There's no marketplace and no algorithm deciding who sees your game. There's your arcade, the link you send, and a directory you opt each starred game into, ranked by plays and nothing else. That's deliberate.
A first playable build usually lands in minutes rather than hours: a small 2D game is quicker than a 3D one, and a game with a lot of generated art takes longer than one with a little. Changes after that are faster still, because the project and the machine are already warm.
No. The whole interface is a conversation, and bug reports like "the jump feels floaty" are the ones the studio handles best. If you do code, the project is right there: browse it, edit files directly, download the zip and open it in the engine yourself.
Godot 4, and yes. Each game is an ordinary Godot project with ordinary files. You can download the whole thing as a zip at any time and open it on your own machine: nothing about it depends on this studio once it's exported.
They're generated for your game against its own style brief: sprites and tilesets for 2D, models and materials for 3D, plus sound. You can also upload reference images with your brief when you have a specific look in mind, and the studio works to those.
Not one that reproduces someone else's characters, art or music: those games can't be shared or published, which defeats the point of an arcade with a public address. Genres, mechanics and eras are fair game, and "in the spirit of" prompts work well: the studio is good at 90s-shareware energy, 16-bit mascot platformers, and FMV-adventure pastiche without borrowing anyone's cast.
Yes. Every game has a Publish pane that exports Windows, macOS, Linux, Android, iOS and web packages from the current project, built on a dedicated machine while you carry on working. Add your itch.io key and the same click pushes the builds to your itch.io page. Steam and the app stores take the exported packages from there: the guides on the blog walk through each one.
Yes. Say "online co-op" or "online versus, four players" in the brief and the game arrives with a lobby: one player hosts and gets a four-letter room code and a link, the others join by typing the code or opening the link. Matches run browser to browser with nothing to install and no accounts. It is built for playing with people you know: there is no matchmaking with strangers yet, and if the host leaves the match ends. Two people on one keyboard is a different request, and the studio handles that too. How online play works.
Yes. The studio is an MCP server at
https://api.vbgnt.com/mcp. Add it as a custom connector
in Claude.ai, or with claude mcp add in Claude Code, or
from any client that implements the protocol. A vbgnt page asks you
to sign in and shows which agent is asking and what it wants: games,
arcade, exports, account. After Allow, the agent can create games,
send changes, follow builds, manage your arcade and run exports on
your account, and nobody else's. It can never set or read your
keys: those live in the studio's Settings only.
Setup for each agent, with example phrases.
Yes, and only you can. The studio shows views of your arcade, distinct players per day, games started and total playtime over the last 7, 30 or 90 days, with your most played games and a split by platform, including plays inside the Windows, macOS, Linux, Android and iOS builds you export. It uses no cookies and keeps no addresses: visitors are told apart by a hash that changes every day. The public arcade page shows no numbers and ranks nothing by them. How it counts.
Because a build is a real machine doing real work, and letting the queue outrun the capacity would make everyone's first game a bad one. Invites go out in batches. Leave your email and the arcade name you want, and both are held for you.
The studio is opening in batches. Leave your email and we'll send an invite when it's your turn, and hold the arcade name you want while you wait. One email, when it's ready. Nothing else, ever.