Introduction
What is Umicat
A vibe-coding studio for games — describe what you want, the agent builds it, you steer.
Umicat is built around one idea: you should be able to make a real game by describing it. No engine to learn, no boilerplate to wire up, no "first set up your project structure" preamble.
You open a project, type what you want, and watch a working game appear in the preview pane. If it's not quite right, you keep talking. If you want to nudge something directly — drag a sprite, retune a value, paint a tilemap — you flip into Edit mode and do it with your hands.
What you build with
| Layer | What it is |
|---|---|
| Runtime | Phaser 3 under the hood. All games are real JavaScript/TypeScript games that run in a browser. |
| Agent | A Claude-powered AI that reads your prompts, writes the game code, runs builds, and shows you the result. |
| Editor | A visual layer over the running game — drag entities, edit fields, paint tiles — without leaving the chat loop. |
| Platform | Saves, identity, realtime multiplayer, asset library, AI image generation — all wired in, no backend code from you. |
What you don't have to think about
- Hosting. Published games run on Umicat's CDN. Share a URL.
- Accounts. Players sign in with their Umicat account if your game needs identity; the agent wires it up via the Save data skill.
- Networking. For multiplayer, the agent asks for the realtime API and you write player-logic code, not socket plumbing. See Online multiplayer.
- Assets you can't draw. AI image generation is built into the asset panel — describe a sprite, get a sprite. See AI image generation.
Who this is for
- You want to make a game but don't want to learn a full engine first.
- You want to ship, not just prototype — published games are real URLs you can share, embed, and iterate on.
- You want to direct, not type. The agent does the typing.
Who this is not for (yet)
- Production-scale studios shipping AAA-sized titles. Umicat is great for arcade, puzzle, roguelite, action, simulation, and prototype- scale projects. The runtime is browser-based — that's the ceiling.
- Native mobile / console. Browser-only for now. Most games run fine on mobile browsers (touch input + fullscreen are supported) but there's no native packaging.