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The engine is part of the context
The right answer often depends on how code is connected inside the editor, not just on what a file says.
About EngineForge
AI for game developers should work with more than source code.
EngineForge is built around that belief: bring relevant project, engine, and runtime context into the workflow while keeping the developer in control.
Why we built EngineForge
Repository-aware AI can already help developers inspect code, reason about systems, and propose useful changes. But a game also lives in its engine: in scenes, nodes or objects, signals and references, project configuration, editor state, and the behavior that appears when the game runs.
Those layers answer different questions. Code can show that logic exists. Engine context can show how that logic is connected. Runtime evidence can show whether a specific behavior occurred in a controlled run.
We built EngineForge to help game developers work across those layers without losing the ability to inspect the changes, evaluate the evidence, and make the final call.
What we believe
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The right answer often depends on how code is connected inside the editor, not just on what a file says.
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A plausible change is only a starting point. EngineForge runs the game and watches the specific behavior being worked on, so you can see whether it happened.
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EngineForge keeps every change and its evidence ready for review, and every turn can be undone. The Crew carries the work forward; you make the final call.
What we're building
EngineForge is the AI platform for game development: it understands your project, works inside your engine with a Crew of specialists, and checks changes in the running game. The goal is not to hide the work. It is to help move a task forward while keeping the result available for developer review.
A focused workspace for understanding a game project, making changes, and reviewing the result.
EngineForge connects to Unity and Godot, works on scenes and objects in the editor, and runs the game to check a change.
Maestro leads every session and brings in a specialist only when a part of the work belongs to it, not every agent on every task.
Changed files, engine feedback and what was observed in the running game show you what happened.
See how EngineForge works
Explore the product or learn how Maestro leads the Crew while keeping the work and its review visible.