BetaComing soon

The AI platformbuilt for game development.for Unity and Godot.that works inside the engine.

Specialist agents that build inside your project — scenes, nodes and components, not just source files.

macOSWindowsLinuxUnity + Godot

EngineForge is AI game development software built as a complete platform for existing Unity and Godot projects.

Two engines, natively

Unity and Godot, each through the structures that engine actually uses.

Five specialists

One lead per task, delegating a bounded concern only when it helps.

Indexed locally

Project relationships and code graph built on your machine.

Runs the game

Enters Play Mode in Unity or Godot and watches the behavior you changed.

The product

A real session, replayed.

Pick a scenario and watch one task travel from request to a result you can read and review. Switch to Classic to follow the same work from the full editor surface.

AgentStore
Earlier in this session
Set up the player scene with a basic move script
PL
The Planner · lead
Created player.tscn with a CharacterBody2D root and wired move_and_slide() into the physics step.
Code checkpointplayer.tscn · player_controller.gd+64 −0
Add a dash ability to the existing player controller
P
The Prototyper · lead
The Juicer· Improves game feel on working mechanics0:00
Write Fileplayer_controller.gd
P
The Prototyper
Code checkpointDiffRestore(current)
Ask your crew to build something…
Forge

Two surfaces, one project. Cockpit for the AI-first workflow, Classic Editor for the full editor — the same scenarios replay in both.

More than code

A game is more than its source files.

Three different questions need three different layers: what the project contains, how the engine wires it together, and what actually happened when you pressed play. EngineForge holds all three.

Current taskAdd a dash abilityOne task · three questions
ImplementationConnectionBehavior
Unity + Godot

One intent. Two native paths.

No fabricated universal engine model. EngineForge follows the structures each engine actually uses — scene tree and nodes in Godot, GameObjects and components in Unity.

Illustrative task
“Change the player’s dash cooldown to 1.2 seconds.”
One developer intent
GodotScene tree, nodes, signals
01ScenePlayer scene
02NodePlayer
03Timer nodeCooldown
04Property changewait_time1.2 s
Explore the Godot workflow
UnityScenes, GameObjects, components
01ScenePlayer scene
02GameObjectPlayer
03ComponentDashController
04Property changecooldown1.2 s
Explore the Unity workflow
Same intent.Engine-specific context and actions.
Features

Everything in one place.

Specialist agents, project context, engine work and runtime evidence — one platform instead of five tabs and a chat window.

Specialist Crew

Pick the specialist that fits the job. One role leads the work and delegates a bounded concern only when another specialist genuinely helps. The launch roster is a starting point — more specialists and capabilities follow.

One active leadBounded delegationPlan + Forge modesDeveloper review
Meet the Crew
Connected

Unity & Godot integrations

Work with engine-native structures and actions, then run the game to watch the specific behavior you changed.

Project context & Code Graph

Auto-indexes the project on first load — scripts, connections, inheritance, signals — and feeds that architectural view to the active specialist. Plus an interactive graph you can drill into.

Local indexRelationshipsDrill-downProject search

Checkpoints & review

Every agent action creates a checkpoint. Review diffs, restore any previous state. No fear of mistakes.

Asset Store

Browse reusable game assets from supported sources — materials, textures, 3D models, sprites and audio — with each source's licensing terms shown before you pull anything into the project.

Workflow

From prompt to playable.

The usual path through EngineForge. A task pulls in only the context, engine actions and runtime observation it actually needs.

01

Describe

Say what you want to build, fix or understand in the current project.

Developer request
02

Understand

The active specialist reads the relevant code, scene and engine context.

Relevant context
03

Build

Plan for investigation when it's needed, then Forge for the implementation.

Supported work
04

Run & review

Watch the behavior in the running game, then read the diff and approve or restore.

Reviewable result
Engine support

Built for the engines you use.

Unity and Godot ship in the Beta, each with its own context model and capabilities. Unreal is next.

Unity

C# project context, scenes, GameObjects, components, prefabs, editor actions and supported runtime workflows.

Scenes & GameObjectsComponents & prefabsEditor actionsRuntime observation
Explore Unity

Godot

GDScript, scenes, nodes, signals, resources, 2D world editing, editor actions and supported runtime workflows.

Scenes & nodesSignals & resources2D world editingRuntime observation
Explore Godot
Unreal EngineComing soon

Unreal Engine integration is planned. It is not part of the EngineForge Beta.

From the Blog

Built from real game-development workflows.

See how engine context and first-hand Unity and Godot workflows shape the product.

Read the Blog →

Build with an AI platform designed for game development beyond the code.

Work with your Unity or Godot project in EngineForge Beta, with the resulting changes and relevant evidence available for review.