Make the game loop scriptable.
The same engine-aware runtime in a keyboard-first TUI, one-shot command, or CI job. Run the game, inspect it, replay it, and keep the evidence as build output.
A real session in the terminal
Plan, edit, approve tools, switch models, revisit history, review diffs, and keep background processes alive without opening an editor. Engine detection and game-development agents are identical across surfaces.
- Streaming tool calls and engine results
- Granular permissions plus undoable snapshots
- Claude, GPT, Gemini, local models, and 500+ more
The engine becomes command-line infrastructure
Run tracked playtests directly, or ask an agent to use the complete Game Loop while it works. The adapter chooses a warm editor bridge or a clean engine process based on the project.
- Run, stop, console, scene query, structured edits, and reference inspection
- Runtime contract catalogs, bounded watches, and explicit synchronous actions
- EditMode/PlayMode tests, screenshots, and warm-up percentile profiling
Replay the same scenario after the session ends
Version playtests with the project and run them in automation. Stable exit codes, JSON, JUnit, screenshots, watch timelines, and semantic provenance turn agent verification into a durable build check.
- Unity editor batch mode and headless Godot workflows
- Scenario hash, seed, frame-stamped steps, contract signatures, and invariant evaluations
- Failure screenshots, bounded state timelines, and machine-readable test output
Put the game in your build loop.
Use it interactively today. Keep the proof in CI tomorrow.
Install BIGGI CLI
