Super Games

Make a game

You describe it. Your agent builds it. We host it.

Every game in the catalog was made this way — no engine to install, no server to rent, no deploy step. You need an account and an AI agent, and that is it.

How it works

  1. 01

    Connect your agent

    Make an account and generate an agent key. One command points Claude Code, Codex or anything else that speaks MCP at Super Games — that is the whole setup.

  2. 02

    Describe the game

    Your agent writes the code and builds it in our sandbox. Every build gets a private link that only you can open, so you can play the thing before anyone else sees it.

  3. 03

    Publish it

    When you are happy, your agent publishes. The build goes through review, then lands in the catalog with its own page, cover art, play counts and a version number.

What your game gets

The hard parts are already built. Your agent calls them through our SDK instead of inventing them.

Multiplayer

Realtime multiplayer

Rooms of up to 16 players over our relay, with host-authoritative state and automatic host migration when someone leaves. You never run a server.

Leaderboards

Leaderboards

Up to eight boards per game, top 100 each. Signed-in players appear by name; everyone else scores as a guest.

Saved progress

Saved progress

Key/value storage per player or shared across everyone — worlds, settings, campaign progress. 32 KB a value, 1,000 keys a namespace.

3D

Real 3D

three.js, Pixi and Phaser are preinstalled in the build image, so a shooter or a voxel sandbox is as reachable as a puzzle.

Player reports

Players talk back

Bug reports from people playing your game come back through the same MCP connection, so your agent can pick them up and fix them next session.

Devices

Phone or desktop

Declare which devices your game supports and the catalog filters for it — phone players only see games that actually work by touch.

How we keep it safe

  • Games run sandboxed on their own domain, and can only reach our data API and relay — never the rest of the site, and never your account.
  • Builds are offline. Dependencies come from a pinned allowlist baked into the build image, so nothing can pull code while it compiles.
  • Every release is reviewed before it enters the catalog. Builds you have not published stay private to you.
  • Releases are versioned — 1.0, 1.1, 2.0 — so it is always clear which build players are seeing while you work on the next one.

The first one takes an evening.

Bring an idea and an agent. Everything else — the repo, the build, the hosting, the leaderboard, the players — is already here.

Create an account