Describe a game.
Get a real one.
Tell ongame the game you want. It takes your idea through research, design, code, real generated art & sound, level tuning, and polish — then deploys it. A guided, approval-gated pipeline that runs right inside the coding agent you already use — Claude Code, Codex, Gemini CLI, Cursor, Windsurf, Copilot CLI, opencode or Amp — not a one-shot prompt.
$ curl -fsSL https://cli.ongame.ai/install.sh | sh
> irm https://cli.ongame.ai/install.ps1 | iex
Run it in PowerShell — Windows PowerShell 5.1 (already on
every Windows machine) or PowerShell 7. The installer detects the coding agents on your machine
and asks which to set up. Then open one and say /make-game a cozy match-3 with a weather twist
($ongame-make-game in Codex; make-game: in Amp).
Browser verification — the step that proves a build really runs before anything is called playable —
uses a bundled Playwright server that needs Node.js 18+ on your
PATH. Without it a build still runs end to end, but it is reported as
unverified rather than playable.
# choose agents — ids: claude codex gemini cursor windsurf copilot opencode amp
$ curl -fsSL https://cli.ongame.ai/install.sh | sh -s -- --agents claude,codex
# the same choice as an environment variable — set it on `sh`, the side that runs the installer
$ curl -fsSL https://cli.ongame.ai/install.sh | ONGAME_AGENTS=claude,codex sh
> $env:ONGAME_AGENTS="claude,codex"; irm https://cli.ongame.ai/install.ps1 | iex
# Windows: irm | iex carries no flags, so every control has an env form — ONGAME_ALL, ONGAME_YES, ONGAME_NO_AGENTS
> $env:ONGAME_ALL=1; irm https://cli.ongame.ai/install.ps1 | iex
> iex "& {$(irm https://cli.ongame.ai/install.ps1)} -All" # or pass real parameters
# accept the defaults with no questions · every agent it finds · the binary only
$ curl -fsSL https://cli.ongame.ai/install.sh | sh -s -- -y
$ curl -fsSL https://cli.ongame.ai/install.sh | sh -s -- --all
$ curl -fsSL https://cli.ongame.ai/install.sh | sh -s -- --no-agents
# installed a new agent later? re-run — it re-detects, adds what is missing, changes nothing else
$ ongame-cli install
Works in your coding agent — what you get where
| Agent | You get | Start a game | Your account |
|---|---|---|---|
| Claude Code | full | /make-game <idea> | /account |
| Codex | full | $ongame-make-game <idea> | $ongame-account |
| Gemini CLI | full | /make-game <idea> | /account |
| Cursor | full | /make-game <idea> | /account |
| Windsurf | commands | /make-game <idea> | /account |
| opencode | commands | /make-game <idea> | /account |
| Copilot CLI | full | /make-game <idea> | /account |
| Amp | commands | make-game: <idea> | account: |
full — the game-making tools, the /make-game, /account and /publish commands, the skills behind them, and session hooks where the agent has them (today: Codex). commands — the tools, the three commands however this agent invokes them, and a short note in the agent's own instructions. Whatever you use, ongame-cli account in any terminal shows your plan and usage, and the install summary tells you, per agent, which of these you got and what to type.
The pipeline — 8 phases, your call at every gate
Research
Find the angle worth building, not the obvious clone.
Concept
The hook, the core loop, and a visual first look — you approve it.
Design
A real game-design doc scoped to what you actually want.
Art
Consistent, generated sprites, UI and backgrounds — real, not gray-box.
Sound
SFX and music wired into the moments that matter.
Code
A fully-playable build — the mechanic, with the art and audio already in hand.
Levels
A difficulty curve tuned for retention, not random.
Polish
Juice, menus, transitions — the feel that makes it land. Then /publish puts it on a real URL.
You stay in control. ongame pauses at every gate to show you what it made and get your yes before moving on — and it verifies the game really runs in a browser before ever calling it playable.
How it works
Install once
The one-liner above installs ongame, detects the coding agents on your machine and asks which to set up — nothing to paste. An agent that is already open picks it up on its next session (in Claude Code, /reload-plugins does it right away). Installed a new agent later? Run ongame-cli install again.
Some agents ask you to approve the new tools once — Codex /hooks, Cursor's tool-server prompt, Gemini's folder trust. The install summary tells you which, and what to type.
Sign in once
The first cloud feature opens a quick browser sign-in — the assistant walks you through it, or run ongame-cli login yourself. After that it's seamless.
Make games
Say /make-game <your idea> and go — $ongame-make-game in Codex, make-game: in Amp. Check your plan and usage anytime with /account, or ongame-cli account in any terminal.
Not just another AI wrapper
Real assets, one art direction
Generated sprites, characters, UI and sound in a single consistent style — wired into the game, not dumped in a folder.
Tuned to keep players
Level curves and game-feel built on what actually retains, so the result plays like a game — not a demo.
Verified, then shipped
Every build is checked in a real browser and deployed to a live URL. "Playable" means it actually plays.
Your account
You start on Free
Sign in and run the whole guided pipeline free — research, design, guided code, polish, and a deployed URL you can share. No trial clock, no card.
What a paid plan adds
Generated art & sound in one art direction, retention-tuned level curves, and the continuously-optimized phase prompts. Free builds real games; paid builds ones that look and play the part.
Manage it in one place
Plan, payment, usage and spend caps all live at account.ongame.ai. Where your agent has commands, /account shows the same thing without leaving it; ongame-cli account does from any terminal.
Platform support
| Platform | Architecture | Status | Notes |
|---|---|---|---|
| macOS | Apple Silicon (arm64) | supported | |
| macOS | Intel (x64) | supported | |
| Linux | x64 | supported | |
| Linux | arm64 | supported | |
| Windows | x64 | supported | Windows 10/11. Git for Windows is not required. |
| Windows | arm64 | supported | Runs the x64 build under Windows' built-in emulation. |
Your idea is one line away from a game.
Install ongame, open your coding agent, and describe it.
Get started