Maniacs Engine

An AI-native game engine for indie studios.

A crew of AI co-developers works inside your running game. With full scene context, on your actual blockers.

See How It Works
Orb Forge, Agent #1

Your first crew member works inside the running game.

Orb Forge isn't a chatbot. It's the main orchestrator, an AI co-developer that lives inside your running game, reading your full scene, your entity list, your decisions from this session. It reads situations, not just data. 'The player is stuck in a corner.' 'Enemies spawning too fast.' It knows. It creates entities, adjusts parameters, modifies behavior, directly in the game you're already running. Every other crew member routes through it. You confirm or redirect. You stay in control.

The Orb - executing inside scene: level_01
Reading scene -14 entities, player at (4, 2)
Creating EnemyPatrol entity
Attaching ChaseAI - detection radius 3 tiles
4Connecting animation state machine - idle → chase
5Enemy live in running scene
How It Works

Say what you need. The game updates. You keep building.

Four steps. No prompt engineering. Same game running the whole time.

01

Open your scene in SpatialForge

Orb Forge is already there. The game is running. You don't switch modes to edit. You're already inside the game world.

02

Tell Orb Forge what you need

Plain language. 'Add a patrol enemy. Aggressive within 3 tiles.' No prompt engineering. No syntax. Orb Forge asks clarifying questions before acting, not wrong assumptions.

03

Watch it happen in the running game

Entity created. Behavior attached. Running in the game world, not a preview, not a simulation. The game is live. The change is live.

04

Iterate without starting over

Orb Forge remembers the conversation. 'We decided shooting should be 0.1 interval' from 10 minutes ago. Extend, adjust, debug, in the same session, without context loss.

Architecture

Built for complex systems. Not simple demos.

Most tools collapse when games get complex. That's where we start to win.

Game logic runs continuously in a GameStateSimulator, producing immutable snapshots. Renderers consume snapshots, they never own logic. Same game, pixel art or isometric. Hot-swap renderers without touching your systems.

Deterministic simulation, no race conditionsHot-swappable renderers: pixel art, vector, isometricRewind, replay, networking, and AI analysis built into the foundation
The Crew

You stay the creative director. They handle the execution.

Seven agents. Each covers a production role a solo game creator or micro-studio can't fill alone.

Building now

Orb Forge

Orchestrator, the first and main agent

The crew's central intelligence. Executes inside the running game, reads full scene context, holds long-horizon memory across the session. Every other agent routes through Orb Forge.

Build your game with an AI crew.