Unity · Unreal · Godot

Your engine selection is already in the prompt.

DevGame runs coding agents against your game project. Click a prefab in Unity, an actor in Unreal, a node in Godot — it is in the chat box before you finish the sentence. No copying paths, no describing what you mean.

Free and MIT-licensed, and it builds from a clone today. Packaged macOS, iOS and Android builds are not published yet — when they are, they will be on the releases page.

Hierarchy — Unity
Main Camera
Directional Light
Level_01
PlayerRig
Terrain
EnemySpawner
UI_Canvas
Composer — DevGame
Motor.cs
Where does the jump impulse get applied?
In Motor.cs:142 — it runs on the fixed step, so a frame-rate spike swallows it.
Editor presence
PlayerRig.prefab EnemySpawner
Why does this stop firing after a scene reload?
connected · claude code local checkout

The selection travels with the message. The agent gets the object, not a description of it.

Editor presence

Three engines, no compiler.

Each plugin is a small editor-only add-on that streams your current selection over a local WebSocket. Nothing ships in a player build, and nothing needs a compile toolchain to install.

Unity

A UPM package. Survives domain reloads and reconnects on its own.

com.ironmind.editor-presence

Unreal

An Editor Python plugin. Content-only, so a Blueprint project is fine.

EditorPresence.uplugin

Godot

A GDScript addon. Drop it in addons/ and tick it on.

addons/editor_presence
Bring your own agents

It drives the subscriptions you already pay for.

DevGame does not resell tokens and has no quota of its own. Log into the harnesses you already use, and orchestrate them from one surface.

Claude Code

claude

Codex

codex

Cursor

cursor-agent

Grok

grok

OpenCode

opencode
Local-first

Your project never leaves your machine.

The backend runs on your computer, against your checkout. The desktop app, the browser and the phone clients are all just clients pairing to it over your own network.

  • No code upload
  • Device pairing, not an account for your source

To be straight about it: there is no hosted version that runs your project for you. When you open DevGame in a browser or on a phone, you are talking to the backend on your own computer.

That is the design rather than a gap we intend to close. It is also why there is no sign-up wall between you and the source.

Open source

MIT, and developed in the open.

If DevGame ever goes a direction you dislike, you already have everything you need to fork it — which is exactly how DevGame itself came to exist.

Where this came from

DevGame is a fork of T3 Code, built by T3 Tools, Inc.

Almost everything that makes this application work was written by them. The agent harness, the terminal, checkpointing, source control and all four client apps are theirs. We did not build an agent workbench and add a few game-development features to it — we took a finished, well-engineered product and specialised it.

If you want the general-purpose harness rather than the game-development one, use T3 Code. It is the better tool for that job, and it is where this came from.

Read the full attribution →