Nothing gets lost between the idea and the game.

StudioOS is a design desk for making games with AI. Talk your idea through and it takes shape on a board: a card for every character, place and mechanic, the links between them, and decisions with their reasons. When you're ready to build, it hands the work to Claude Code one small task at a time.

Join the waitlist Runs on your machine with your own Claude API key.

arena-game Board

Brainstorm

  1. A tiny arena game. One ball, and it gets faster every time it bounces.
  2. Good pressure loop. Who's in the arena with the ball?
  3. Aria. She can redirect the ball but never stop it.
  4. I've put Aria and the bounce on the board as drafts, and suggested a decision for how fast the ball gets.
    • Aria, character
    • Bounce, mechanic
    • Link between Aria and Bounce
    • Decision on Bounce
Concept Arena game, one ball
The Pit Place 2
Aria Character, draft
Bounce Mechanic, draft 1

Bounce

General Decisions Images Chats

Draft Locked

The ball speeds up 5% with every bounce.

Because long rallies should build tension.

The agent drafts what you talk about. Nothing is final until you lock it.

The problem

Make a game with AI and the work scatters.

  • Ideas

    Sit in a chat you'll never scroll back through.

  • Images

    Pile up in another tool, and nobody knows which one is real.

  • Decisions

    Live nowhere. Three weeks later, no one remembers why the ball speeds up.

  • Code

    Moves on in the repo while the design quietly goes stale.

Every new chat starts from zero. StudioOS keeps the whole game in one place, and every agent works knowing it.

How it works

Three acts on one board.

  1. Act 01

    Explore

    Start with a full pitch or a vague hunch. A brainstorming agent asks the right questions, and as you talk the concept card fills in while characters, places and mechanics appear on the board as drafts. Keep what you mean, delete what you don't.

  2. Act 02

    Deepen

    Bring a card into the chat and work on it with an agent that knows its category, the cards it's linked to and every decision already locked. Lock new decisions with their reasons, generate concept images and choose the one that's canon.

  3. Act 03

    Build

    Pick an engine with the technical agent and connect your game's repo. StudioOS writes the design and the next task into files Claude Code reads. Claude Code builds, you play it and accept the task, and the next one opens.

    your-game/
    ├─ CLAUDE.md
    └─ studioos/
       ├─ concept.md
       ├─ entities/bounce.md
       ├─ tasks/004-bounce-speed.md
       └─ status/004.md

Principles

How it behaves.

  • The agent proposes. You decide.

    Agents can only create drafts. Nothing becomes final, and nothing final changes, without your hand on it.

  • The chat is temporary. The board is permanent.

    Anything worth keeping, an idea, a decision, an image, moves out of the chat and onto the card it belongs to.

  • Nothing is finished. Everything evolves.

    A locked decision can change, but the old version and the reason it changed are kept.

  • Beside your code tool, not instead of it.

    StudioOS never writes code. It's where the what and the why live, connected to the repo where Claude Code works.

Status

Where it stands.

StudioOS is in active development at Urca Design Factory. The first version runs locally, as a small server and a browser tab on your machine.

Stage
Version 0, in development
Runs on
Your machine, with your own Claude API key
Agents
Claude through the Claude API, Sonnet by default
Images
Generated locally with ComfyUI
Building
Claude Code, in your game's repo
Tested with
Godot, and Blender for 3D assets

Early access

Join the waitlist.

We'll write when the first builds are ready to try, and only about StudioOS.