AI-native game development environment

The AI game engine
where your game starts with
a sentence.

Describe the world you want to create. AI helps build the characters, environments, mechanics, logic, audio and gameplay — then gives you the tools to make it yours.

ludic engine · live sessionnight · 23:12

What do you want to create?

62 FPStris 1.8M4P session
Start creating

Live engine capture. Prototypes generate in minutes — finished games come from iteration.

IDEA
WORLD
GAMEPLAY
TEST
PUBLISH
SELL
GROW

The engine

Build worlds,
not workflows.

Five modes, one workspace. Conversation where it saves you time, direct control where it matters, and real code underneath when you want it.

How Ludic works

Under the hood, Ludic is not a black-box prompt-to-video toy. It translates your descriptions into real, inspectable game code, scene data, shader graphs and audio hooks that run inside a modern web-native runtime. You can open any generated system, edit the scripts, swap an AI asset for your own, and export a build when you are ready. The AI acts as an accelerated editor — the engineering decisions that make a game playable stay in your hands.

PLANBUILDASKFIXOPTIMISE

World Builder

Terrain, roads, water, vegetation, weather and spawn points. Select anything and type “make this destructible”.

Character Studio

Describe a character, then refine face, body, clothing, voice, movement and combat style with consistency tools.

AI NPCs

Personality, memory, factions, routines and reputation. Your shopkeeper remembers if the player steals.

Logic & Code

Visual nodes for beginners, editable scripts for developers. Ask “explain how my wanted system works”.

AI Playtesters

Beginner to speedrunner to chaos tester. They find soft locks, difficulty spikes and economy exploits.

Multiplayer

Lobbies, matchmaking, co-op and persistent worlds. Production-ready features are labelled separately from experimental ones.

Scope intelligence

We won’t lie to you about scope.

One prompt does not produce a finished AAA game — and any platform telling you otherwise is selling you a demo. Ludic breaks ambitious ideas into stages you can actually finish, then helps you ship each one.

Ambitious project detected

“Build GTA but bigger with 1,000 players and photorealistic graphics.”

  1. Phase 1Core movement + one city block100%
  2. Phase 2Vehicles and traffic82%
  3. Phase 3Combat and wanted system68%
  4. Phase 4NPC systems and quests54%
  5. Phase 5Multiplayer prototype36%

Creator economy

Don’t just build a game.
Build a game business.

Business dashboard

Today

£184

This month

£4,920

Lifetime

£61,340

Next payout

6 days

Game sales, DLC, in-game revenue, asset sales, retention, refunds, top countries and payouts — the same picture a real studio runs on. Earnings shown are examples, not projections.

Open the studio →

Marketplace

Sell complete games, foundations, characters, environments, music, UI packs, scripts and full game systems. Every listing states its licence and remix terms in plain language.

  • ·Platform fee 12% — shown before you list
  • ·Personal / commercial use labelled
  • ·Remix: none, free, attribution or revenue share
Enter marketplace →

AI usage centre

1,340of 2,000 credits · renews in 11 days
  • Generate character

    Meridian Fall

    3 credits
  • Generate city district

    Meridian Fall

    12 credits
  • AI voice generation

    Ashfall Crown

    2 credits
  • Optimise level

    Velocity District

    4 credits

Transparent by design

No mystery deductions.

Moving an object, editing a value, renaming a scene — none of that costs credits. Credits are for heavy generation, and you always see an estimate before you confirm.

  • Cost estimate before every significant generation
  • Editor interactions never consume credits
  • Full generation history with project and cost
  • Destructive AI changes show a diff you approve first

Ship

From first prompt
to first player.

The Launch Centre walks a first-time creator through testing, store assets, pricing, age rating, legal, build and submission. Store and console releases still require approval and certification from those platform holders — we prepare the package, they make the call.

Open Launch Centre

Web

100%

Ready to build

Windows / macOS / Linux

94%

Missing: Icon set

Android

92%

Missing: Privacy policy · Feature graphic

Steam-ready package

86%

Missing: Controller verification · Capsule artwork

Console export preparation

61%

Missing: Certification guidance in progress

Community

From player to creator.
From creator to studio.

48 Hour Horror

Open now

One Button Challenge

Starts Friday

Build Africa

Judging

Retro Future

Open now

No Weapons

Announced

Prize pools are only shown on jams that are genuinely funded.

Straight answers

FAQ

Can I sell the games I make commercially?+

Yes. Every paid plan includes full commercial rights, so you can publish, distribute, license and monetise what you build. Anything created or exported while your plan is active stays commercially yours — even if you later downgrade or cancel. Selling a build requires a commercial export, which carries a one-off export fee per platform build.

Where can I publish my game?+

One click publishes straight to the Ludic store. On any paid plan you can also run native Windows, macOS and Web (HTML5) exports — plus the editable project source for original games — and distribute them anywhere else, including Steam or itch.io, subject to each platform’s own requirements. Direct one-click publishing into those stores and dedicated mobile app-store builds aren’t available yet.

Does Ludic take a cut of my game sales?+

Only on the Ludic store. Sales made through your Ludic store page carry a 10% revenue share — you set the price and players buy directly from you. Export the game and sell it on Steam, itch.io or your own site and we take nothing beyond the one-off export fee. Selling on the Ludic store requires an active paid plan.

Can I transfer or sell the rights to my game?+

Yes. The game is yours, so you can sell, license or hand over the whole project like any other digital product. Shared and CC0 building-block assets bundled inside it are licensed for use within your game rather than owned outright, so those individual assets can’t be resold on their own.

Who owns games made with AI on Ludic?+

You do. You own your games, your worlds and your characters. Every asset in the marketplace states personal vs commercial use, attribution, resale and modification rights before you use it.

Can I release an AI-made game on Steam or console?+

You can prepare console and store-ready packages with build checklists and certification guidance. Approval is always decided by the platform holder — we don’t claim partnerships we don’t have.

How do AI credits work?+

Credits cover expensive AI generation only. Editor work is free. Before any significant generation you see an itemised estimate and can cancel.

Can I make a copy of an existing game?+

No. If you ask for a known franchise, the engine will help you build an original game in that genre with your own world, characters and identity instead.

Do I need to know how to code to use an AI game engine?+

No. Visual nodes and conversation cover most work, and real editable scripts sit underneath for developers who want them.

Build it. Play it. Ship it.

Make the game you wish existed — then build the audience and the business around it.

Transparent credits You own your IP Publish anywhere you qualify