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.

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.

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
TweensGSAP
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 coming soon