AI-native game studio
The best game hasn't been made yet.We're making it.
One person with coding agents, building games on our own engine. The agent writes the build, plays it, and keeps improving it while we decide what's fun.
- Codes it — a one-line idea becomes a running build, not a mockup.
- Plays it — it opens the build, presses Play, and drives the controls itself.
- Debugs it — it reads the live game state and looks at the frame — not just green tests.
- Profiles it — frame-by-frame performance captures, read back into a verdict.
- Replays it — any session reproduces tick-for-tick, so a bug caught once stays fixed.
- Steam Deckour games · first
- DesktopLinux · Windows · macOS
- Browserfree games & demos · no install
- Rust · native · wgpu · WebAssembly on the web
The desktop app
Play on your desktop.
Every free aeone.games game and demo in one native app — no browser, straight on your machine's GPU, updating as the games do. On Omarchy, Windows and macOS.
- OmarchyLinux, Omarchy first — it's where we build.Paste into a terminal
curl -fsSL https://raw.githubusercontent.com/aeone-games/desktop/main/linux/install-omarchy.sh | bashInstall guide - WindowsWindows 10 and 11 — paste into PowerShell.Paste into a terminal
irm https://raw.githubusercontent.com/aeone-games/desktop/main/windows/install-windows.ps1 | iexInstall guide - macOSApple silicon (M1 and newer) — paste into Terminal.Paste into a terminal
curl -fsSL https://raw.githubusercontent.com/aeone-games/desktop/main/macos/install-macos.sh | bashInstall guide
Why a terminal command? The Windows and macOS apps aren't signed with a paid code-signing certificate yet, so a browser download would be stopped by SmartScreen or Gatekeeper. Installed from a terminal, the app runs without that prompt — and the script checks the download against the release's published checksums. Signed installers are coming.
How we work
Watch a game get built.
Footage straight from the loop — the idea, the first playable build, tuning it live, the agent at the controls. New clips land here as we record them.
- Footage soon
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Under the games
A real engine — and the memory that makes the agent good at it.
Every game runs on Stardust Engine, our own engine: one Rust codebase — simulation and renderer — running natively on Steam Deck and desktop, and compiled to WebAssembly + WebGPU for the browser. Worked by an agent that remembers how that engine works.
Stardust Engine
One Rust codebase, native on Steam Deck and desktop, WebAssembly + WebGPU in the browser — large, moving worlds at full frame rate. Built so agents can play it, read it, and replay it.
Explore the engineWhy the agent gets it rightContext Engine
The bet: the bottleneck in AI-built games is loading the right context, not typing code. This is the machinery that makes it pay.
- absorption-spec▸Mass + skill transfer on contact0.95
- moon-lifecycle-spec▸Orbit → fire → absorb states0.91
- stardust-mass-model▸Mass is HP; nothing is lost0.88
The devlog
How we work, in public.
Every trick we use, written up as we build it — how an idea becomes a playable build, how the agent tunes and tests it, and the engine underneath.
- Sep 23, 2026The codebase out-votes the prompt — TigerStyle that agents can't ignore
- Aug 18, 2026Agent architecture — how we do code review
- Aug 17, 2026Minimal on purpose — what happened when we bolted our context engine onto pi
How we work
Curious how a studio runs on agents?
Studios curious about the loop, publishers eyeing the games — the studio page shows how we work. Most of it, anyway.
