DOCS
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 for 2D games, three.js with Rapier physics for 3D. Either way it is a real TypeScript game running 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, the asset store, AI generation for art and audio, in-game AI characters, voice input — 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. Generation is built into each asset editor — describe a sprite, get a sprite; describe a sound, get a sound. Or take a free pack from the Asset Store. 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. Games are browser-based — that is the ceiling. Touch input and fullscreen work well on phones, but there is no way to package your game as your own app for an app store.

Next steps

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