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PWR

For game developers

From a game idea to something you can play.

Describe the game. PWR's Producer writes the plan, a team of agents builds it, QA and an independent reviewer check it, and you send feedback on what you get back.

What you get

  • A plan before any code

    The Producer turns your description into requirements, milestones and tasks, and cuts the scope down if you ask for a smaller first version.

  • A build that was actually tested

    Game logic is covered by automated tests, and a headless browser loads the result and plays it at desktop and mobile sizes before delivery.

  • Changes by conversation

    Say what feels wrong. The Producer turns it into follow-up work, and the revised build goes through QA and review again.

Watch PWR build

See it on real work

Recorded runs with time, cost and human intervention disclosed. Slots are marked pending until a real run is recorded.

Demonstration pending

A real recorded run will appear here. We do not show simulated results.

Game development

Build a Game

A 45 to 60 second recording of one build in PWR Studio, from the first sentence to a revised, playable game.

Technical breakdown +
  1. The customer enters a game or software idea
  2. The Producer creates the development plan
  3. The customer approves it with a spending limit
  4. Agents implement the project
  5. QA and independent review validate the work
  6. A playable application is delivered
  7. The customer requests a change
  8. PWR delivers the revised version

This is the planned run, not a result.

Execution time
Pending
Model and compute cost
Pending
Human intervention
Pending
Verified outcome
Pending

Capabilities

Each one labeled with its current state.

Available
Implemented and covered by automated tests in the current platform build.
Beta
Implemented; verification against the live external service is still pending.
Upcoming
Planned or in progress. Not usable yet.
  • Engine discovery

    Beta

    Detects Unity, Unreal, Godot and browser game projects from their project files, including engine version, scene or level lists, asset counts and test frameworks.

    Verified on fixture projects and a simulated GitHub; not yet run on production-scale game repositories.

  • Validation profiles

    Beta

    Per-engine suggested build and test commands, capture settings and worker requirements, with an admin override layer.

    Profiles are generated for all four targets. Engine commands for Unity, Unreal and Godot have not been run on a real engine.

  • Build and test

    Available

    Your build and test scripts run as the project's validation command in the sandbox.

  • Gameplay capture

    Available

    After validation, PWR serves the game, waits for the canvas, and stores desktop and mobile screenshots and a short video as run artifacts.

  • Bridge protocol and gateway path

    Beta

    A local HTTP bridge exposes editor tools with declared risk levels. Bridges register as integrations, so tools are approved, granted and audited like any other.

    Verified against a simulated engine bridge only; this proves the PWR side of the protocol, not the engine side.

  • Unity editor bridge

    Upcoming

    An editor package for scene inspection, serialized property edits with undo, prefab instantiation, test runs, player builds and screenshots.

    Written but never run inside a real editor; validation on a provisioned engine worker is pending.

  • Start a New Game

    Beta

    A goal for a new or empty repository: the Producer plans, you approve, and the Gameplay Engineer works the tasks within a budget.

    Controller logic is covered by automated tests with a stub agent and a simulated GitHub; live end-to-end verification is pending.

  • Review a GDD

    Beta

    The Game Designer role reads a design document from the repository and returns a structured spec and review findings.

    Launch path is covered by automated tests; it reads a connected repository, which has only been verified against a simulated GitHub.

  • Structured backlog output

    Available

    A plan contains a summary, epics, tasks with acceptance criteria, dependencies, estimates and uncertainty, plus risks and open questions.

    The plan structure is validated by the platform. The quality of a plan depends on the model and on the context you provide.

More detail: Game Development, PWR Producer, PWR Engineer

Questions

What kind of games can PWR build today?

Browser games built with web technology, delivered as source and a static bundle that opens in any browser. That is the kind of build that has been run end to end on PWR's staging environment.

Does PWR build Unity or Unreal projects?

Not as a hosted build. PWR can work on the source of an engine project in a repository, but compiling, testing and capturing inside a real editor needs engine workers that do not exist yet. The Game Development page labels this as upcoming.

Can it build a whole game on its own?

It built a small three-level arcade game from one sentence, with the customer approving the plan, answering one question along the way and accepting the result. Larger games are a sequence of plans like that one. We make no promise about what fits in any plan's allowance.

Who owns the game and the code?

You do. What PWR produces in your project is yours.

Put an AI development team on your idea.

Describe what you want to build. PWR plans, builds, tests and reviews it, and you approve each step that matters.