Umicat
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

LayerWhat it is
RuntimePhaser 3 under the hood. All games are real JavaScript/TypeScript games that run in a browser.
AgentA Claude-powered AI that reads your prompts, writes the game code, runs builds, and shows you the result.
EditorA visual layer over the running game — drag entities, edit fields, paint tiles — without leaving the chat loop.
PlatformSaves, 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.

Next steps

On this page