Welcome
Umicat is a vibe-coding game studio. Describe a game, and an AI agent builds it in real time — with a live preview you can stop, edit, and steer at any point.
umicat is a vibe-coding game studio. You describe the game you want in plain language, and an AI agent builds it in real time — with a live preview you can stop, edit, and steer at any point.
These docs walk through the platform's surface: building games with the agent, working in the visual editor, generating art and audio, authoring dialogue and game data, 3D games, wiring per-player saves and multiplayer, publishing — and, if you would rather work in a terminal, cloning a game to your own machine.
Start here
Quick start
Sign up, describe a game, publish it — in under five minutes.
Create your account
Email or Google sign-in, plus what onboarding asks for.
Plans and credits
How credits work, what a turn costs, and how to top up.
Prompting best practices
How to talk to the agent so it builds what you actually wanted.
Build a game
Your first game
From a single sentence to a playable prototype.
Iterating with the agent
Refine in chat, screenshot, paste, repeat.
The editor
Edit vs Play, scenes, the Inspector, types and rules.
Tools
One tab per job — every tool and what it owns.
Art, audio and content
Assets
Upload, organize, and know which editor owns what.
Asset Store
Free ready-made packs — and publishing your own.
AI image generation
Sprites, pixel art, animations, tilesets, HUD pieces.
Pixel Artist
Draw by hand — layers, frames, onion skin.
Sound and music
Generate and trim effects and background tracks.
Tilemaps
Paint terrain, configure tilesets, wire collision.
HUD scenes
Score text, hearts, buttons, progress bars, panels.
Dialogue
Cutscenes and branching talks as a node graph.
Data tables
Tune prices, stats and loot in a spreadsheet.
Design documents
Agree on what you're building before it's built.
3D games
3D overview
What works today, and what's still experimental.
Building a 3D game
Scenes, characters, physics, props and animation.
Editing a 3D scene
Pick, move, equip — and the Model Editor.
Work on your own machine
Working on your own machine
Clone a game and build it with your own AI coding assistant.
Working locally
Run the game, let your assistant see it, and know what still belongs in umicat.
Art you made yourself
Upload models, sprites and sounds from your own machine.
Sending work back
Commit, push, and what a push does — and does not — do.
Platform features
Save data
Per-player saves + per-game shared data, with no backend code.
Online multiplayer
Real-time rooms via the realtime service.
Living NPCs
Characters that reason while the game is played — player-funded.
Voice
Let players speak to your game.
Languages
Ship in more than one language, without tofu boxes.
Connectors
Pull assets from external tools like Figma.
Publish and share
Publishing
The listing, the review, the release.
Change history
Every agent turn is a commit. Browse, compare, restore context.
Invite players
Early Access — give selected people the latest build.
Collaborators
Edit the same project together, live.
Forking
Let other people build on your game.
Reports and moderation
Reporting, blocking, takedowns — from both sides.