Your Imagination. Now Playable.

Plans, codes and playtests your Unreal Engine 5.8 game in the cloud.

One agent for your whole game

Code, editor, assets and playtests, through one agent that knows your engine.

Agent
Add a fire-breathing attack to the boss and test it

Adding the breath in C++, a flame effect and a brazier, then playing the fight to check.

Ask Ryuo to build anything…
Tool calls
  1. call_editor_toolsSpawned 12 actors in L_Courtyard
  2. writeSource/Dragon/DragonBreath.cpp
  3. live_coding_compilePatched in 4.2s
  4. generate_meshTripo v3 · stone brazier
  5. blender_game_ready100k → 8k tris, normals baked
  6. play_session6 screenshots · 0 errors

Writes real C++ and Blueprints, compiled in place.

Drives the editor through Epic's Unreal MCP tools.

Plays the game and reads the log before it says done.

From prompt to game-ready asset

Tripo, Blender and Seedance, chained by the agent.

generate_mesh Tripo v3

“Armored dragon, obsidian plates, violet glowing seams”

Texturing72%

Text or a concept image becomes a textured Tripo model.

56.5k tris22.6k tris

Blender decimates it to budget, unwraps it and bakes the detail into normal maps.

Cutscene Soon
LS_IntroLevel Sequence

Seedance video lands as a Level Sequence.

Setup, all in one place

Engine, SDKs, plugins and builds, checked and fixed for you.

Unreal Engine 5.8Ready
MSVC compilerReady
Windows SDKReady
.NET Framework SDKReady
Game templatesReady
Blender 5.2Ready

Checks the engine, compiler and SDKs, and opens the right installers preselected.

Project setup
+ RemoteControl, PixelStreaming2
+ RyuoBridge plugin
+ No CPU throttle in background

Plugins and ini settings are written for you and rechecked every time you open the project.

rebuild_editor
Save assets
Close editor
Compiling 214/388
Launch editor

When Live Coding can't, it saves, closes Unreal, compiles and reopens it. Errors go back to the agent.

Early access

Cloud game dev. No more slow laptops.

Hosted Blender and render machines take the heavy work.

Cloud Blender
  • Retopo BP_Dragon56.5k → 22.6k tris
  • Bake normals 2048²Cycles · cloud GPU
  • Turntable render144 framesQueued
Your PC
GPU6%
CPU11%
Memory34%

Your editor stays responsive while the cloud bakes.

Blender runs in the cloud, nothing to install.

Every prop bakes at once.

Results land as normal meshes, textures and materials.

Works with your engine

  • Unreal Engine 5.8
  • UnitySoon
  • RobloxSoon
  • Blender

Chapters

From the first idea to a shipped game.

Eleven chapters, each a short list of steps the agent builds and checks. Pick a genre and the path adapts to it. You approve every step before it counts.

Concept chapter artwork

Concept

Chapter 01 · 3 steps

Decide what the game is, who it is for and what the player does again and again.

Build your own game: puzzles, strategy, simulation or something entirely different.

  1. 1

    Vision, pitch and core loop

    Every later decision is checked against this; a game without a clear feeling and loop drifts.

  2. 2

    Scope check

    Most small games fail by being too big; cutting early is cheap.

  3. 3

    Concept art

    A shared picture of the game keeps every model, texture and light consistent.

Normal Unreal code and assets. Your project stays yours.Request an invite