Invite players (Early Access)
Give selected people the latest build of your game before — or instead of — publishing it publicly.
Sometimes you want a small group to play your game while it's still being built, without putting it in the public Discover grid. Early Access is that: a per-player invitation that grants the Player role on your project, with access to the latest preview build at any time.
When to use Early Access
- Closed beta. Friends, playtesters, a Discord community — give them a stable channel to your latest build while you keep iterating.
- Embedded preview. A blog post or pitch deck that needs a playable prototype but you don't want it in public Discover yet.
- NDA / pre-launch. You want feedback from specific people only.
If you want a fully public game, use Publishing instead — there's no Player role required.
Inviting someone
In the editor, open ≡▾ → Members. The Members modal has three sections:
- Owner — you.
- Collaborators — people who can edit / chat with the agent. See Collaborators.
- Players — invited Early Access viewers.
To invite a Player:
In the invite form at the bottom of Members, type either a
Umicat username (@somebody) or an email address.
Pick Player in the role dropdown.
Click Send. A confirmation modal previews who's being invited and the role.
Confirm. The invitee gets a notification (signed-in users) or a branded HTML email (email invites).
What the player sees
- Notification (in their Umicat bell icon) — "X invited you to play their game Y. Accept / Decline."
- Email invitation — same content, with a link that resolves to
<Domain />/invite/{token}. If they're not signed in, they're redirected to sign-up first (with the invitation preserved). - After accepting, the game appears in their Early Access page at
<Domain />/early-access. The sidebar also has an Early Access section listing all games they've been invited to.
When the player clicks into the game, they go to /play/{gameId}?preview=true
which:
- Always serves the latest preview (not the last published build). Each new commit you make is immediately visible to them.
- Hides like / favorite / comment / play-count sections (it's a preview, not a public release).
Player vs Collaborator
| Player | Collaborator | |
|---|---|---|
| Sees latest preview | ✓ | ✓ |
| Plays the game | ✓ | ✓ |
| Edits in the canvas | ✗ | ✓ |
| Chats with the agent | ✗ | ✓ |
| Manages members | ✗ | ✗ (owner only) |
| Publishes | ✗ | ✗ (owner only) |
| Costs you credits when they use the editor | n/a | ✓ |
A Collaborator's chat turns deduct from your credit balance — the project owner's. Be selective. A Player's actions cost nothing.
Revoking access
In ≡▾ → Members → Players, hover over any player and click the X. A confirm modal appears; confirming removes them. Their notification / email link will no longer work; they can't access the game's preview.
If you publicly publish the game later, ex-Players can still play the public URL like anyone else — Player removal only revokes the preview access, not public play.
Pending invitations
The Members modal lists pending invitations (sent but not yet accepted) with a status chip and an option to revoke. Revoked invitations clear out of the invitee's notifications.
Email invite quirks
- Emails come from a
noreply@umicat.aiaddress. Recipients sometimes see them in promotions / spam. Mention this when inviting. - The link works for ~7 days; after that the token expires and you need to re-send.
- If the email belongs to an existing Umicat account, the invitation is delivered as a notification too. They can accept from either path.
Use case examples
Closed beta with a Discord group
Add 8 close friends as Players. Channel feedback into a single
support-ticket thread; they can play whenever they want; I keep
iterating without publishing.Pitch deck with a playable prototype
Add the 3 stakeholders as Players. They can play the prototype any
time during review. After the meeting, I either publish or unfork
the project.Family-only experimental game
Add 5 family members as Players via email. They get a link; I never
have to publish; the game stays private forever.