BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
OhMyGame은 AI로 게임을 만들 수 있는 오픈소스 스튜디오로, 디자인·구축·플레이테스트·출판을 하나의 앱에서 모델 키와 함께 수행합니다
OhMyGame is the open-source studio for making games with AI. Design, build, playtest, and publish games in one app, with your own model keys.
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The open-source studio for making games with AI. Your own one-person game studio. Everything you need to make games with AI, in one app. Game canvas. Bring your own key.
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Your own one-person game studio. Everything you need to make games with AI, in one app. Bring your own key.
🚧 OhMyGame is in beta. Expect rough edges. Join us and let's build it together!
Making a game takes design docs, 2D art, 3D models, video, code, and somewhere
to put it when it's done. Today those live in five or six different tools.
OhMyGame puts them in one app: describe your game, and the agent designs it,
makes the assets, builds it, plays it to check it works, and publishes it to a
link you can share.README 전문 보기 ↗Your own one-person game studio. Everything you need to make games with AI, in one app.
Make a game. Ship it everywhere. Earn from it.
https://github.com/user-attachments/assets/4d5805fe-92a2-40b4-a232-c7452f9a796a
[!NOTE] 🚧 OhMyGame is in beta. Expect rough edges. Join us and let's build it together!
Making a game takes design docs, 2D art, 3D models, video, code, and somewhere to put it when it's done. Today those live in five or six different tools. OhMyGame puts them in one app: describe your game, and the agent designs it, makes the assets, builds it, plays it to check it works, and publishes it to a link you can share.
Two core design ideas shape it:
It's open source and works with 40+ model providers through Pi, from Anthropic and OpenAI to DeepSeek and Qwen. Your keys stay on your machine, there are no per-run credits, and what you make is yours.
The agent works the canvas the way you would: it drafts the design doc, lays out boards, and generates assets on them. It reads the design doc, writes the code, and runs the game in a live preview. Then it opens the game in a window you can watch and plays it, including real-time canvas and WebGL games. When it finds a problem, it tries a fix and plays again. Along the way it can generate images, video, 3D models, and audio, search the web, and use MCP servers and plugins.
▶ The agent playtesting a new item feature on desktop and mobile, then reporting what it found (sped up 4×).
https://github.com/user-attachments/assets/3cb982e8-a4a8-4715-bf3c-df4e41e7855b
Every game project has a design space: a main design doc plus boards where the doc, images, video, 3D models, and audio sit side by side. Nodes can use each other as references, so one character design can lead to more images, a video, a voice line, or a rigged and animated 3D model. Results go into a shared Asset Library that your games can use.
https://github.com/user-attachments/assets/5a35964d-87b3-4153-8b1b-fc6deced5bb3
Sign in and publish: OhMyGame builds your game and gives it a link anyone can play in the browser. Republishing updates the same link. Published games are listed in the in-app Community, where you can play what others have made, sort by latest, most viewed, or most liked, visit creators' profiles, and like the games you enjoy.
A one-person studio should pay for itself. Beyond the Community, plugins take your game to the platforms where players pay.
| Ship to | Earn from | How |
|---|---|---|
| WeChat Mini Games, Douyin Mini Games | Ads, in-app purchases | Platform plugins |
| TapTap | Downloads, in-app purchases | TapTap Maker plugin |
| Steam and other stores | Sales | Export from Godot or Unity with their plugins |
| itch.io, Poki, CrazyGames | Sales, ad revenue share | Upload your Web Game build |
Your game, your revenue. OhMyGame takes no cut of what your game earns.
Already use Claude Code, Codex, or OpenCode? Choose it in the model picker and it runs the conversation with its own sign-in. It gets the whole studio: the canvas, media generation, playtesting, plugins, and Undo, with your history kept in OhMyGame. See coding agents.
Already working in another coding agent? Turn on Settings → MCP Server →
Allow other agents to use OhMyGame and connect Claude Code or Codex with one
click.
They get OhMyGame's media generation with your providers, the canvas, and
playtesting, plus a Skill that explains the workflow. DeepSeek Harness and
other MCP clients can add the ohmygame-studio command shown there. See
External agents.
Plugins let the agent work in the engines and tools you already know:
Turn them on in Plugins, or build your own with Plugin Builder. Engine plugins use each engine's own editor and tools, so install those first. See Plugins.
Three games our team made with OhMyGame:
The best place to start. 2D and 3D games for the browser, built with Three.js, React Three Fiber, or Phaser. The agent follows a complete web game workflow: a design doc, key-screen mockups, production art, a playable core loop, and playtesting in the live preview. Games fit any window size, support touch, and publish to a shareable link. The project is a normal web project you can open in any editor.
Interactive films, visual novels, and story games. Each screen is a free web page with its own images, video, and code: a main menu, a case archive, a dialogue, a puzzle. You connect them on a graph, and the runtime handles state, saves, music, and navigation. The story plays as its own web page, and the runtime is part of the project, so the agent can change anything about how it plays. The architecture and authoring model are documented in Playable Nodes.
General Game doesn't assume an engine or stack. Start from an idea, bring a project in any engine, or make tools and content for your game. The Game Studio plugin coordinates design, production art, implementation, and verification across engines, and the engine plugins work in the engine you use. For Godot, start a Godot project from the sidebar.
When the output is a web page, preview, playtesting, and publishing work as they do for Web games; native games use their engine's own tools. See General Game details. Making a browser game? Choose Web Game: it is tuned for the browser.
The idea that holds this together: one agent drives every part of the studio.
1 · A full Pi agent with a GUI. OhMyGame runs Pi with its full toolset and persistent sessions, in a GUI built for watching results rather than reading diffs. Close the app, come back, and the project, conversation, and context are still there. You describe, review, and steer; editing by hand is always possible, but it is not the main path.
2 · Every workspace is files. A web game is a normal web project. A design
doc is Markdown, and boards and the Asset Canvas share one JSON node model. An
interactive story is a node graph on disk. Each comes with an AGENTS.md and
JSON schemas, so the agent edits them the same way it edits code, and the
visual editors read and write the same files.
3 · Games are tool calls. Playing the game (game_use), generating media,
and checking story nodes are ordinary Pi tools, next to its coding tools. That
is why the agent can chain them: draft a design, make the art, write the code,
and play the result in one conversation.
OhMyGame does not lock you into one model or charge per run.
Keys stay in the local daemon. They never reach the agent's workspace, your game, or the renderer.
Grab the installer from the buttons at the top or from Releases. Builds are available for macOS (Apple silicon) and Windows (x64). The Windows build is not code-signed yet, so Windows may show a SmartScreen warning during install.
See the changelog for changes in each release, or open Settings → About → Changelog inside the app.
OhMyGame ships without a model. On first launch, it walks you through setup:
Connect your AI. Sign in to a model provider or paste an API key, or use a Claude Code, Codex, or OpenCode CLI you already have. Use + to add a custom or local endpoint. Skip and start enters without setup.
Add creative tools (optional). Connect image, video, 3D, and audio providers now or later in Settings → Providers & Models. A language model alone can design and build a game. Generating media needs a corresponding provider:
| To make | Connect |
|---|---|
| Design docs, code, playtests | Any language model provider |
| Images and sprites | Codex CLI (local sign-in), OpenAI (API key), OpenRouter, or Volcengine Ark / BytePlus ModelArk |
| Video | OpenRouter, Volcengine Ark / BytePlus ModelArk, or MiniMax |
| 3D models, rigging, animation | Meshy, Tripo, or Hyper3D (capabilities vary by provider) |
| Voice, sound effects, music | Doubao Speech and Seed Audio (Volcengine) |
ChatGPT sign-in doesn't cover OpenAI's image API; add a separate API key in the OpenAI provider's Image models section. The Codex CLI image provider uses your local Codex sign-in instead. See OpenAI image connections.
Pick a model and describe your game in the prompt box on the home screen.
Web search works without setup. Making games locally needs no account; sign in only to publish. Reopen this setup from Settings → About → View getting started.
Requires Bun 1.4.2 or newer for the toolchain and Node.js 22.19+ for the daemon.
git clone --branch main https://github.com/WhiteTowerAI/ohmygame.git
cd ohmygame
bun install --frozen-lockfile
bun run dev # web renderer + local daemon
# or
bun run dev:desktop # Electron app
This uses the release branch. For development contributions, start from dev
using CONTRIBUTING.md.
Local development can start without cloud configuration; see
CONTRIBUTING.md for optional integrations.
Your projects and keys stay on your machine. Prompts and generation requests go directly to the model providers you choose. Publishing requires an OhMyGame account and uploads only your game's static build. Release builds check for updates and send anonymous usage events (PostHog, no session recording) and crash reports (Sentry, no personal data). Builds from source send no telemetry. The desktop app keeps redacted logs on your machine; they leave it only if you export them from Settings → About → Diagnostics and share the file. See logs and diagnostics.
We're working on plain-language playtest reports, remixing
games from the Community, and Intel Mac / Linux builds. See
Issues for what's next, and
vote with 👍 on what matters to you. Want to help? Look for
help wanted
issues.
Issues and PRs are welcome. Start contribution branches from dev and target
ordinary PRs at dev; main receives releases. See
CONTRIBUTING.md for setup, checks, and review,
中文快速指引 for a short Chinese introduction, and
the documentation index for module guides.
Report security issues using SECURITY.md.
Apache-2.0. The OhMyGame name and logo are not covered by the license.