It's YOUR game
They offer 500 hours of someone else's world. We offer authorship — forge a game, see your name on the IP certificate, send the link to your group chat. No AAA title competes with that feeling.
Describe a game in your own words, in any language. An agent fleet designs it, writes it, checks it and hands you a link that plays in any browser — no engine, no install, no code. You own it outright, and you pay only for the builds you keep.
Reference games, hand-built on the same runtime and the same model library every forge targets — so this is what a build has to work with. Each is a URL: no download, no account, plays on a phone.
Nobody leaves a $300M game for prettier graphics — so we don't fight that war. Roblox, YouTube and Minecraft won on creation, ownership and identity. That is the war JOSHRIX is built to win.
They offer 500 hours of someone else's world. We offer authorship — forge a game, see your name on the IP certificate, send the link to your group chat. No AAA title competes with that feeling.
Elsewhere you spend £50 on skins and own nothing. Here your first £4.99 sale is yours — source, IP, resale rights, revenue. The first payout notification beats any graphics engine ever built.
No giant will make a game about your street league, your folktale, your city — the economics forbid it. The fleet forges it in an hour, in your language, voiced and culturally yours. The long tail is the moat.
One shareable link — no install, no account, no 90GB download. We don't take their 500 hours; we win the queue, the group chat, the fanbase drop: millions of tiny moments they never owned.
Describe your game in your own words, in your own language — the agent fleet designs it, writes it and voices the commentary in that language, then localises it for the world when you're ready.
Plainly, with the numbers, including the ones that are not flattering.
£0.32 2D £0.49 3D
That is metered compute for a finished build, charged from real token usage rather than a flat guess. Credit is bought in ACUs at 1p each, from a £5 pack up. You are charged only if you keep the build — refine it, discard it or walk away and the whole hold comes back.
A URL
A real 3D game on three.js, or a 2D side-scroller, running in a browser tab on a phone or a desktop. No engine to learn, no plugin, no download, and no account for the person you send it to. It also installs from the browser as an app.
You do
The creator holds the IP; the platform takes a commission on sales and never a stake in the work. The 2,591 models and 2,553 sprites are CC0, so there is no attribution burden on the output, and the game is not locked to the platform the way a Roblox experience is.
25% falling to 7.5%
25% on Creator, 20% on Creator Pro, 15% on Studio, 10% on Business, 7.5% on Enterprise. For comparison: Steam takes 30%, Apple takes 30%, and Roblox keeps roughly three quarters once its currency is converted. Payouts run by mobile money as well as card and bank.
It will not build your open-world RPG, your multiplayer shooter or anything that needs a team and a year. It does not export to Unity, Unreal or Godot — the output is a hosted browser game, and if you need a project file this is the wrong tool. Photoreal art is out of scope: the library is stylised low-poly, which is what you saw above. Publishing to the public arcade waits on human review, so it is not instant. And a public account starts at zero credit — there is no free AI tier, because the compute is real and someone has to pay for it.
One concept goes in and a playable, checked, hosted game comes out. These are the seven passes it makes on the way, and what each one is responsible for.
Turns a prompt in any language into a full brief — genre, mechanics, narrative and art direction — with every player-facing string written in the language you used, not translated afterwards.
Settles the shape of the thing before a single asset is built: who it is for, how long a session runs, what the difficulty curve does, and which of the two build targets suits it.
Writes the game: loop, input, collision, scoring, win and lose states, and the wiring to the 3D runtime. Every build must parse, draw a canvas and contain a real game loop before you are shown it.
Casts the game from the included library — 2,591 models, 281 of them rigged and animated, and 2,553 sprites — and picks the palette, lighting and audio so one build looks like one game.
Proposes the in-game economy and a starting price at forge time — currency sinks, reward pacing, and what to charge — as a draft you edit, not a decision made for you.
Runs the gates a build has to clear: it must parse, it must play, and it is scanned for outside network calls, password fields, hidden eval and embedded pages. Anything that trips a gate is discarded and another provider is asked.
One shareable link the moment moderation approves — playable on any phone or desktop, with no store review and no install. Store listings are a paid service you can request per game.
Eight surfaces, all of them built. Follow any of them now — you can look before you sign up.
Every build you have made, playable in place. Keep it, refine it, publish it or throw it away — you are charged only for the ones you keep.
ACU balance and a double-entry ledger of every charge and refund. Payouts by mobile money as well as card and bank, which for a lot of creators is the difference between getting paid and not.
List a game at a price you set. Pricing is settled server-side, so a listing cannot be bought at a price you did not choose. Payment runs through Stripe.
A certificate per game, and remix lineage that pays the original creator automatically when someone builds on your work. No other platform in this category tracks lineage.
Ten tools for marketing what you made — posts, adverts, email, landing copy, hashtags, video scripts, timing. About £0.05 per generated asset, metered like everything else.
Counted from the platform's own database. Anything that cannot be known — traffic source, demographics, off-platform shares — is listed as not measured, never estimated.
Approved games go public here the moment a human reviewer clears them, and the Arcade installs from the browser as an app. Private playtesting before that is unlimited and free.
Shared vaults with revenue splits, role-based access and a lower commission as you scale — 15% on Studio, 10% on Business, 7.5% on Enterprise.
Everything here was forged on this platform and cleared by a human reviewer before it went public. Click one and it plays — no account, no download.