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.
EngineForge is AI game development software built as a complete platform for existing Unity and Godot projects.
Unity and Godot, each through the structures that engine actually uses.
One lead per task, delegating a bounded concern only when it helps.
Project relationships and code graph built on your machine.
Enters Play Mode in Unity or Godot and watches the behavior you changed.
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.
player.tscn with a CharacterBody2D root and wired move_and_slide() into the physics step.Two surfaces, one project. Cockpit for the AI-first workflow, Classic Editor for the full editor — the same scenarios replay in both.
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.
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.
“Change the player’s dash cooldown to 1.2 seconds.”One developer intent
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.
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.
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.
From prompt to playable.
The usual path through EngineForge. A task pulls in only the context, engine actions and runtime observation it actually needs.
Describe
Say what you want to build, fix or understand in the current project.
Developer requestUnderstand
The active specialist reads the relevant code, scene and engine context.
Relevant contextBuild
Plan for investigation when it's needed, then Forge for the implementation.
Supported workRun & review
Watch the behavior in the running game, then read the diff and approve or restore.
Reviewable resultBuilt 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.
Godot
GDScript, scenes, nodes, signals, resources, 2D world editing, editor actions and supported runtime workflows.
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.
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.