XROGA GAME BUILDER

Build games that actually play.

Describe the game you want — a platformer, a roguelike, a voxel world, a jam entry — and Xroga builds the real systems in a repository you own: input, state, collision, rendering, and progression.

Creative mode

What you can build here

Every one of these is a real project in your repository, not a preview locked inside an editor.

PLATFORM

2D platformers

Tile maps, character controllers, collision, parallax layers, and level progression in a real project.

PUZZLE

Puzzle and logic games

Grid state, move validation, undo history, level definitions, and win conditions you can extend.

ROGUE

Top-down and roguelike

Procedural rooms, pathfinding, enemy behaviour, inventory, and run-based progression systems.

VOXEL

Voxel and sandbox worlds

Chunked terrain, block placement and removal, greedy meshing, and first-person movement.

IDLE

Idle and simulation

Resource curves, upgrade trees, offline progress, and save state that survives a reload.

MULTI

Multiplayer prototypes

Authoritative server state, room join flows, and synchronised movement over a real connection.

JAM

Game jam entries

A bounded, playable build prepared against the stated theme and deadline of a public jam.

WEB

Playable web demos

Canvas or WebGL builds that load in a browser, with input, audio hooks, and a share link.

Choose your tools

Engines and runtimes it can target

Xroga is not affiliated with or endorsed by these projects. They are named as targets you can ask for.

  • 2D web enginePhaserScenes, sprites, physics, and tilemaps in a TypeScript project you own.
  • 3D web runtimeThree.jsMeshes, cameras, lighting, and loaders for browser-based 3D scenes.
  • 2D rendererPixiJSHigh-throughput sprite rendering for effects-heavy 2D games.
  • No-dependency 2DHTML CanvasA game loop and renderer with no engine dependency at all.
  • Editor-based engineGodotGDScript and scene files. Editor steps and exports stay on your machine.
  • Editor-based engineUnityC# scripts and assets. Builds and licensing run through your own Unity install.

Survival mode

Design → build → play → ship

  1. 01

    Design the loop

    Name the core action, the failure state, and the reason to play again. A game without a loop is a scene.

  2. 02

    Build the systems

    Input, state, collision, and rendering land in one repository, following the patterns already there.

  3. 03

    Play it, then fix it

    The build runs and applicable checks execute. Work is reported complete only after they actually pass.

  4. 04

    Ship and share

    Commit to a repository you own and publish through providers you authorise — with evidence, or the exact blocker.

Before you start

Questions builders actually ask

It can build a playable game with real systems — input, state, collision, rendering, and progression — inside a repository you own. Scope depends on what you describe and how much you iterate. A polished, content-complete commercial title is the result of sustained work, not a single prompt.

Bring the idea. Xroga writes the game.

Start with one sentence and keep iterating in the real workspace — the code stays in your repository the whole time.

Open Xroga