Now in early access · AI-native game engine

The game engine that connects you and an AI agent.

Not AI vs. you — AI and you. The agent builds and verifies your game by data; you shape the look and feel by hand in a Unity-like visual editor — and because it sees everything you do there, the two of you stay in sync. One TypeScript codebase ships to iOS, Android, and web.

The Modoki editor: Game, Scene, Hierarchy and Inspector panels, an Animation timeline, the Particle Editor, and the AI panel wiring Claude Code into the live project.
The Modoki editor — a Unity-like workspace with an AI panel that connects Claude Code to your live project.

Two ways to build. One tool.

An AI agent and you, each doing what you do best — in the same editor, always in sync.

AI-driven development

Anything you can see, the agent can read. Anything you can do, the agent can do — all by structured data, never screenshots.

  • Sees everything — Percept. Full read access to the running game and the editor — every entity, trait, layout box, and event. Three modes: Snapshot (state now), Journal (tick-stamped history), Watch (live changes).
  • Does everything — Enact. The same actions you take by hand: select, transform, edit traits, author assets, even drag on-canvas handles — bones, keyframes, collider vertices. Aimed by selector, resolved in-editor.
  • Proves it works — deterministic harness. Runs the game headlessly on a seeded clock and asserts logic against the event journal. Proof, not vibes.

A visual editor for the human touch

When it's faster to just do it yourself, a Unity-like editor is right there.

  • A familiar workspace. Hierarchy, Inspector, SceneView / GameView, transform gizmos, undo/redo — dockable panels you already know.
  • Dedicated asset editors. Animation curves, particles, sprite slicing — shape the look and feel by hand.
  • It sees your edits. Every change you make is recorded and attributed to you, so the agent can read exactly what you did and pick up from there.

The bridge: the agent sees what you do in the editor — so it's never AI or you. It's both, paired.

Up and running with Claude Code.

Modoki is built for Anthropic's Claude Code out of the box — every new project ships an agent-ready CLAUDE.md.

1

Install Modoki

Download the desktop editor for macOS or Windows and open it — no toolchain to wrestle with first.

2

Create a new project

File → New Project scaffolds a complete, runnable game — and writes a CLAUDE.md into the project folder with everything an agent needs to know about it.

3

Launch Claude Code in the folder

Open the project folder in your terminal and run claude — or, if you have Claude Desktop, its Code tab does the same thing with no terminal needed. Either way it reads CLAUDE.md, connects to the live editor, and starts building & verifying your game by data — while you shape the look and feel by hand.

The Modoki editor with Claude Code running in a terminal beside it, building the tropical-island project.
Claude Code running right beside the Modoki editor — reading the project's CLAUDE.md and building live. (Cursor, Codex CLI, and Antigravity CLI also work — see the guide for Claude Desktop's Code, Cowork, and Chat tabs.)

A complete engine underneath.

2D and 3D, physics, animation, monetization — production-grade systems, all in one TypeScript codebase.

Rendering — 2D, 3D & UI

PixiJS for 2D, Three.js / WebGPU for 3D, React DOM for UI — composited per-entity in one scene. Plus NPR / toon outline and HDR image-based lighting.

Physics — 2D and 3D

Rapier-powered rigid bodies, joints, character controllers, and scene queries — first-class in both 2D and 3D.

Animation & skinning

Keyframe curves with a dopesheet, 3D skeletal rigs with hand-posable bones, and 2D sprite skinning — all live-previewed.

Particles

Author effects in a live editor — CPU and GPU-compute backends in 3D, PixiJS in 2D, sharing one schema.

Timeline & audio

A data-authored cutscene sequencer (animation, signal, audio, activation tracks) and a Web Audio subsystem with declarative cues.

ECS · Prefabs · Scenes

Data-oriented koota ECS with auto-generated inspectors, prefabs with structural overrides, and atomic two-world scene swaps.

Asset pipeline

Import and convert textures (KTX2 / WebP), models (GLB → LOD), and audio — all addressed by stable GUIDs, never file paths.

Ship anywhere

One TypeScript codebase to Web, iOS, and Android (Capacitor). Ads (AppLovin + playable-ad export), attribution (Adjust), and analytics & crash reporting (Firebase) — built in.

Also: UI system · SDF text · Zones · Input & character controllers · PlayerPrefs · custom shaders · deterministic test harness · in-game debug menu.

Ship the next build without waiting on a store review.

Modoki games run in a WebView, so an update can replace everything the app renders — engine code, your game logic, scenes, and every asset — pushed straight to installed apps.

No store review

Engine code, game logic, scenes, and every asset ship exactly like a normal build — just straight to players who already have the app, with no review wait.

One dialog to publish

Build → Publish OTA Update. Builds fresh from your current project settings, refuses a version already published, verifies the bucket, then publishes.

Routine or mandatory

Silent by default — picked up on next launch. Flip Mandatory for the one that can't wait: a progress bar, then a restart gate.

Self-healing rollouts

Every update must boot clean twice before it's trusted. Fail three times running and the device reverts automatically — no player is ever stuck on a bad build.

Built with Modoki.

Real, playable projects — free, open-source, and cloned from the exact scene/prefab data the engine ships with.

Post-FX DemoOpen source

Post-FX Demo

A composable WebGPU post-process stack — NPR stylized outlines, bloom, vignette, depth of field, and ground-truth ambient occlusion (GTAO), toured one at a time then all composed together on a Director/Timeline loop.

3D Physics DemoOpen source

3D Physics Demo

A Rapier3D showcase — stacking, rolling, joints, a character controller, and a trimesh terrain collider. 55 lines of game code; the rest is scene data.

2D Physics DemoOpen source

2D Physics Demo

A Rapier2D showcase — bounce, pendulum, spring, sensors, CCD, compound colliders, and a small platformer.

Forest CampOpen source

Forest Camp

The flagship showcase — a cozy forest camp with a flickering campfire, skeletal animation, spatial audio, and full archery gameplay.

Particle DemoOpen source

Particle Demo

A dark VFX showreel — 14 particle effects (fireballs, nebulae, lightning, a lightsaber) touring one at a time on a hand-framed camera path with synced captions.

60fps
Steady on mid-range Android (capped)
1.1MB
Production web bundle
<200ms
Hot reload latency
3
Render layers: 3D · 2D · UI

Modern foundations, no surprises.

Tools you already know, composed for real-time game work.

UIReact 19
LanguageTypeScript 5.9
BuildVite 8
EditorElectron 42
3DThree.js r184
2DPixiJS v8
PhysicsRapier
ECSkoota
MobileCapacitor 8
StateZustand 5
AudioWeb Audio

Download Modoki

The desktop editor for macOS and Windows — free while in early access.

Apple Silicon (arm64) · Windows x64. The macOS build is Apple-signed & notarized; the Windows build isn't code-signed yet, so SmartScreen may warn on first launch. New here? Read the guide.

★ Open source · Apache-2.0 on GitHub →