Gamewright Studio · macOS, Windows, Linux and the web
Say what game you want. Play it as it is made.
An AI Director makes your game from plain words, changes it only with your yes, and proves it plays before you call it done.
Download the StudioPlay the games
Free to download · version 0.2.1 · the Director on your own Anthropic key

- 10games made with it, to play in your browser
- 6templates, from a platformer to a visual novel
- 6 rungsof checks between a change and your yes
- 9 turnsfrom one sentence to a whole game, Nightcoast
How it works
A game, made the way you would describe it
The Director writes your game as small documents, never as code, so every change can be read before it lands and checked after.
- 01
Start a game
From a template's starter that plays the moment you make it, from one of the games here, or from nothing at all.
- 02
Ask the Director
Say what you want in plain words. It reads the game, proposes a change, and checks it before you see it.
- 03
Approve and play
Only you decide. Approve it and the game rebuilds and plays; reject it and nothing moves. Every change can be undone.
- 04
Change it yourself
Every part of the game opens as fields in plain words, each with its range and what it is for, checked as you type.
Proven before you play
Every change is checked before you are asked
Six rungs, from the documents to a real browser. Every proposal passes the first three before you see it, and every game here passes all six. Thirteen bugs planted on purpose each fail at their own rung and nowhere earlier.
- L0
Spec
Every document against its schema, then the game as a whole: every item can be made and every level reached.
- L1
Boot
Six hundred ticks, twice. Both runs must end in the same state, with the engine's invariants kept on every tick.
- L2
Play
Bots play it: a scripted proof, a monkey on many seeds, a goal-seeking bot with human reaction times, an explorer.
- L3
Frames
Real frames, measured: the player and every threat readable, every word whole, on a monitor and on a phone.
- L4
Judge
A vision model is asked only what the engine can check, and its answer is scored against the pixels.
- L5
Web
The same proof in a real browser, which must end in exactly the state the desktop reaches.
Made with Gamewright
Play them now, in your browser
Ten games play here, in six genres, with a keyboard or on a phone. Each opens in the Studio as a folder of documents you can change.
NightcoastMade by the DirectorScavenge a dark shoreline for driftwood and the cells inside dead machines, build a lamp, and get through one night while a broken sentry hunts you. To beat it, read its tell, dodge, and strike its exposed vent.
LamplighterMade by the DirectorA lighthouse keeper pushes oil drums across small rocky rooms onto the lamp pads, and each lighthouse relights when every pad holds a drum. Five short levels, each a little trickier than the last, where the fun is spotting the one push order that doesn't trap a drum against the wall.
Acorn RooftopsMade by the DirectorA fox bounds across autumn rooftops gathering acorns before winter sets in, hopping gaps, dodging chimney spikes and slipping past crows to reach its den at the end of each short level.
ThornwickThe thornbacks of Briar Wood knocked Thornwick's bell from its shrine. Talk to the village, take up a hatchet, go into the wood, and bring the bell home before dusk.
Fog SignalOne night at the lighthouse: the fog comes in, the lamp breaks, and a boat is out there. What you choose decides who comes home.
SaltwellThe last well on the salt road, a day from anywhere. All afternoon the desert comes for its water: scuttlers in swarms, spitters that spit from a distance, ramhorns with brows like glass. Hold the well with your sling of salt-glass until the evening caravan rings its bells.
From one sentence
Nine turns, $12, and a game
We gave a Claude Code session nothing but Gamewright’s tools and one line: “a night-coast survival game where broken machines hunt you”. No shell, no files, no way to write code. Nine turns later it had made Nightcoast.
- It asked the template’s questions, then wrote a brief with three pillars.
- It built the game in slices, each a proposal a person approved, each verified.
- It wrote its own tests: a full night, fights won by dodging and lost by trading blows, and stealth.
- Undo puts back every byte.

Work the way you like
One game, four ways in
The same games, the same documents and the same checks, whichever way you come in.
The Studio
The desktop app for macOS, Windows and Linux. The Director runs on your own Anthropic key, kept in your system's keychain.
DownloadIn the browser
The same Studio in a browser, signed in with a code sent to your email. Free, or Pro for more.
Sign inYour own Claude Code
Connect Claude Code to a game with one command. Its proposals appear in the Studio for you to approve.
Connect itThe command line
Validate, playtest, verify and export from a terminal or a build server. Every result is a line of JSON.
The commands
What it costs
Free to start. Pro when you make more.
Every plan has the whole Studio, free to download, with every template and export. The Director runs on your own key, billed by your provider, never by Gamewright.
Free
For your first games.
$0for as long as you like
No card needed.
Download the Studio- 3 games kept in the browser Studio
- 500 MB for them
- 1 computer paired to do its work
- Frame checks on your own computer
Pro
For more games, made anywhere.
$12a month
Or $120 a year, 2 months free.
Start with Pro- 50 games kept in the browser Studio
- 5 GB for them
- 5 computers paired to do its work
- Frame checks on Gamewright's computer
Questions
What people ask first
Do I need to know how to code?
No. A game is a folder of small documents, never code: the Director writes them, and every one opens in the Studio as fields in plain words. If you do code, they are JSON you can read, diff and keep in git.
Which AI is the Director, and who pays for it?
Claude, on your own Anthropic key, kept in your system’s keychain. Anthropic bills you for the model’s work and each turn shows what it cost; Gamewright never resells it. You can work through your own Claude Code instead. More on keys and costs.
What does a game cost to make?
It depends on the game and how much you ask for. Nightcoast, a night-coast survival game made from one sentence, took the Director nine turns and $12 of model time. Changes you make by hand cost nothing.
What kinds of games can I make?
Six kinds, each a template with a starter that plays at once: action survival, a top-down adventure, a 2D platformer, a grid puzzle, a twin-stick arena and a visual novel. When a game needs something new, the engine grows a kit every game can use. The templates.
Where do my games run?
Export a game as one zip for macOS, Windows, Linux or the web, with a store page and screenshots for itch.io beside it. Every game here plays in a browser, with a keyboard or on a phone.
Is it free?
The Studio is free to download on every plan, with every template, sample and export. Pro, at $12 a month, keeps more games in the browser Studio, pairs more computers and draws frame checks on Gamewright’s computer. The Director stays on your own key either way. The plans.
Anything else is on the support page, and every part of the Studio is in the docs.
Make the game you keep describing
Start from a template that plays the moment you make it, then say what you want.