Say what you want to play. An agent writes the code, draws the art, tests the build, and ships it to your 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 runs on its own virtual machine rather than handing you loose code snippets. The agent works with a full game engine, an asset pipeline, a browser for testing, and somewhere to publish.
Give it a sentence, a paragraph, or a folder of reference images. Mention the genre, the era, the visual style, or the one mechanic that matters. It's whatever you'd tell a friend who was making it for you.
A cloud machine boots with the game engine and toolchain ready. The agent writes the code, generates the art and sound, maps the controls, and assembles a complete project rather than an unfinished snippet.
Before you ever see the build, the agent runs it in a headless browser. It checks that the game boots cleanly and holds its frame rate without throwing errors. Failures go back to the agent, not to you.
The web build publishes directly to yourname.vbgnt.com. Send that link to anyone and it opens on phones, tablets, laptops, or television browsers. Online games include a lobby, so the link doubles as an invite. When you're ready for more, a single click exports desktop and mobile builds to itch.io.
One web build with four ways to play. The agent wires up every control scheme while making the game, rather than bolting on ports later.
Under the hood sits an ordinary project with standard files. Unlike a closed AI game maker, you can inspect every line of code and take all of it with you.
Every account gets a vanity arcade on its own subdomain. It shows off your games like a console dashboard instead of a bare file listing.
yourname.vbgnt.com, claimed once and yours permanentlyAsk for online co-op or versus, and the studio builds the lobbies and room codes right alongside the game.
yourname.vbgnt.com. This is the page people see when you hand them a link.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.
With an AI game maker, writing code is rarely the hard part. The real work is everything that code needs before it can run. That is the part the studio handles.
Code is only half the job. A game also needs a rigged character that runs, sprites for each enemy, materials that tile, and walk cycles that loop cleanly. As an AI game maker, the studio builds those too in the single run that writes the code. Everything below comes straight out of finished builds, at the exact resolution the game ships.















Audio works the same way: music and effects are generated in that same pass. It is easier to hear than describe, so give them a listen in the demo arcade.
Your games don't land in a shared feed. They live on your own subdomain, laid out like a console dashboard with big cover art, a hero shelf, and controls that respond to a thumb or a D-pad. Claim a name and it's permanent, so you have an address you can actually send to people. When you want strangers to find a game too, star it and it joins the games directory, one game at a time, strictly on your say-so.
Claim your name → See a live arcade ↗ Browse the directory ↗
Every game page on games.vbgnt.com carries your hero art, screenshots, a trailer when the kit has one, controls, and sections explaining how to play and key features. You don't have to assemble any of it by hand. In the Publish pane, generate a Marketing kit. The studio captures the images, drafts the copy, and applies your game's colour theme. Once you review the preview, press Publish page to put the public address live.
games.vbgnt.com/p/your-game-nameyourname.vbgnt.com/g/your-game-name that opens straight into your arcadeYou'll find simple stats right above your games in the studio. You can see how many people opened your arcade, how many started a game, which titles they picked, and how long they stayed. It also shows whether they played in a browser, on a phone, or in a Windows build you exported. The arcade itself shows none of this to visitors. There aren't any tracking cookies or stored addresses, and we never run third-party scripts.
vbgnt is an MCP server. Connect it to Claude, Claude Code, or 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, a lesson plan turns into ten of them, and exports run on a schedule.
https://api.vbgnt.com/mcp
An AI game maker that oversells itself just wastes your afternoon. Here is how the studio actually works before you sign up.
A kart racer is a genre, so you can build that freely. A specific character from a specific franchise is not. When that comes up, the studio nudges you back toward projects you can actually share and publish.
One core mechanic done properly builds quickly and feels right. Asking for an entire MMO does not. The best prompts sound like the marquee on an arcade cabinet, not a design document.
Your first build gives you a playable draft. Getting from that draft to the exact game in your head takes a conversation (usually brief, but always specific).
You will not find a feed or an algorithm deciding who sees your work. You get your arcade, a link you can send to friends, and a directory where you can list starred games ranked solely by play count. We kept it simple on purpose.
Yes. You write a short description in plain text, and vbgnt builds the project using the Godot 4 engine. The studio writes the code, generates the art and audio, tests that the build runs in a headless browser, and publishes it straight to your arcade. Anyone can play it immediately on a phone, a computer or a television through a web link. How to write the brief.
A first playable build usually lands in minutes rather than hours. A small 2D project comes together faster than a 3D one, and generating lots of art takes longer than generating just a little. Changes after that are faster still, because the project and the machine are already warm.
It makes both. For 3D games, the studio builds models, tiling materials, and rigged, animated characters. For 2D games, it generates pixel art aligned to the pixel grid or hand-painted sprites. A small 2D title finishes faster than a 3D one, but both export to WebAssembly and run in the browser across phones, desktops, televisions and gamepads without extra setup.
No. You talk to the studio in plain English. Bug reports like "the jump feels floaty" are the ones the studio handles best. If you do code, your project files are right there. You can browse them in the browser, or download the zip and open it in Godot on your own machine.
Godot 4, and yes. Every game is a standard Godot project made of ordinary files. You can download the whole project as a zip at any time and run it on your own computer. Nothing about the build depends on the studio once it's exported.
They're generated specifically for your game from its style brief, including 2D sprites, tilesets, 3D models, textures, and audio. You can also upload reference images alongside your prompt if you have a distinct look in mind, and the studio will work to those.
Not one that reproduces someone else's characters, art, voices, or music. Those games can't be shared or published, which defeats the point of an arcade with a public address. Genres and eras are fair game. Prompts asking for something "in the spirit of" an old favourite work well. The studio is good at 90s-shareware energy and 16-bit mascot platformers without borrowing anyone's cast.
Yes. Every game includes a Publish pane that exports Windows, macOS, Linux, Android, iOS and web packages from the current project. Builds compile on a dedicated machine while you carry on working. Add your itch.io key, and that same click pushes the builds to your itch.io page. Steam and the mobile stores take the exported packages from there. The guides on our blog walk through each one.
Yes. Ask for "online co-op" or "four-player online versus" in your brief and the game arrives with a lobby. One player hosts to get a four-letter room code and a link. Everyone else joins by entering that code or opening the link. Matches run browser to browser with no accounts and nothing to install. It's built for playing with people you know. There's no matchmaking queue for strangers yet, and if the host leaves the match ends. Two people sharing one keyboard is a different request, and the studio handles that too. How online play works.
Yes. The studio runs an MCP server at
https://api.vbgnt.com/mcp. Add it to Claude.ai or ChatGPT as a connector, run
claude mcp add in Claude Code, or connect from any client
that supports the protocol. A vbgnt screen asks you to sign in and
shows which agent is asking and what permissions it needs across
games, arcade, exports, or your account. After you click Allow, the
agent can create games, send changes, track builds, and run exports
on your account alone. It can never read or set your keys. Those live
strictly in the studio's Settings.
Setup for each agent, with example phrases.
Yes, and only you can. The studio shows visits to your arcade, daily player totals, games started, and overall playtime across rolling 7, 30, or 90-day windows. You'll see your most played games alongside a platform breakdown, covering plays inside exported Windows, macOS, Linux, Android, and iOS builds. It uses no cookies and stores no IP addresses. Visitors are counted anonymously using a hash that changes every day. Your public arcade page shows no view counts and ranks nothing by traffic. How it counts.
We don't have a public price list yet. The studio is invite-only while we build it, so there is nothing to buy on the site today. If you want a straight answer about cost, email us at hello@vbgnt.com.
Because a build runs on a real machine doing real work, and letting the queue outrun our capacity would make everyone's first game a bad experience. Invites go out in regular batches. Leave your email and your preferred arcade name, and we'll hold both for you.
We're opening the studio in batches. Leave your email and we'll send an invite when your turn comes up, and hold your arcade name while you wait. One email when it's ready, nothing else.