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.
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.
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.