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.

An AI agent and you, each doing what you do best — in the same editor, always in sync.
Anything you can see, the agent can read. Anything you can do, the agent can do — all by structured data, never screenshots.
When it's faster to just do it yourself, a Unity-like editor is right there.
The bridge: the agent sees what you do in the editor — so it's never AI or you. It's both, paired.
Modoki is built for Anthropic's Claude Code out of the box — every new project ships an agent-ready CLAUDE.md.
Download the desktop editor for macOS or Windows and open it — no toolchain to wrestle with first.
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.
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.

2D and 3D, physics, animation, monetization — production-grade systems, all in one TypeScript codebase.
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.
Rapier-powered rigid bodies, joints, character controllers, and scene queries — first-class in both 2D and 3D.
Keyframe curves with a dopesheet, 3D skeletal rigs with hand-posable bones, and 2D sprite skinning — all live-previewed.
Author effects in a live editor — CPU and GPU-compute backends in 3D, PixiJS in 2D, sharing one schema.
A data-authored cutscene sequencer (animation, signal, audio, activation tracks) and a Web Audio subsystem with declarative cues.
Data-oriented koota ECS with auto-generated inspectors, prefabs with structural overrides, and atomic two-world scene swaps.
Import and convert textures (KTX2 / WebP), models (GLB → LOD), and audio — all addressed by stable GUIDs, never file paths.
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.
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.
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.
Build → Publish OTA Update. Builds fresh from your current project settings, refuses a version already published, verifies the bucket, then publishes.
Silent by default — picked up on next launch. Flip Mandatory for the one that can't wait: a progress bar, then a restart gate.
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.
Real, playable projects — free, open-source, and cloned from the exact scene/prefab data the engine ships with.
Guides for each part of the Modoki editor — illustrated with screenshots from the real app. Click any guide to read it.

Entities, traits, and the ECS model — live, undoable property editing.

The orbit viewport: translate/rotate/scale gizmos, world/local space, 3D & UI modes.

The asset browser, GUID references, and the material / texture / model inspectors.

Keyframe any trait field — Dopesheet timing, Bezier tangent handles, easing presets, live scrubbing.

Author effects with a live preview — emission, shape, over-life curves, motion, forces.

Ship one TypeScript codebase to iOS, Android, and the web from the Build menu.
Tools you already know, composed for real-time game work.
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 →