THE PRODUCTION LAYER · WAVE F0
Build real games for the AI era. Publish to Lobby.
Distribution helps after the game exists. Forge helps the game come into existence: concept, world, mechanics, assets, engine orchestration, store page, signed manifest. One production spine on the engines you already use. No walled editor. Your build, your IP, your audience.
Flagship project
WORLD FORGE PROOF №1Night Circuit: Buenos Aires
A courier helicopter, one night, eight barrios: the first World Forge city proof.
Fly a courier helicopter over Buenos Aires at night. Every lit rooftop is a job.
The production spine
13 stagesFounder/builder intent captured as a brief
Premise, pillars, references, tone
City source, districts, landmarks, routes, style
Core loops and systems, specified testably
Playable loops placed onto the world graph
Specs, generation pipeline, game-ready normalization
Engine targets and orchestration bridges
A build you can actually play
The Lobby storefront presence
The signed publish contract, drafted
QA reports: design review, agent sim, humans
Export bundle: everything a publish needs
Live on Lobby through the manifest registry
Every stage is a typed artifact in the project spine. Readiness is computed from the artifacts, so a project cannot claim a stage it has not done.
Forge modules
honest statusWorld Forge
flagshipREAL CITIES, MADE PLAYABLE
The city-to-game pipeline: licensed geodata in, a stylized playable district slice out. Districts, landmark graphs, route networks, style boards, mission loops, and an engine-ready world plan. Buenos Aires is the first proof; the pipeline is city-agnostic by design.
Asset Foundry
data-spineSPECS TO GAME-READY PACKS
Asset specs with budgets and style prompts, routed to generation providers (Meshy, Tripo, open-weights TRELLIS.2), then normalized: retopo, LODs, colliders, import setup, provenance and AI-disclosure metadata. Generation is a commodity; game-ready is the product.
Engine Bridge
data-spineANY ENGINE, ORCHESTRATED
Forge does not replace engines; it drives them. Editor control rides the engines' own MCP servers (Epic ships one in UE 5.8, Unity in AI Assistant 2.0). The bridge owns what nobody ships: headless project scaffolding, cook/package/export runs, and a build that lands back in Lobby distribution. First wired capability: the world plan compiles to a flyable Godot greybox, validated headless.
Playtest Lab
data-spineQA BEFORE PLAYERS
Structured QA reports across three rungs: design review (no build needed), agent-driven simulated sessions, and human playtests. Findings carry severity and land back on the production plan. Reports never claim a rung they did not run.
Publish Desk
data-spineFROM PROJECT TO STOREFRONT
The Lobby-specific edge: store page drafting, the signed-manifest compile checked against the platform's real validator, export bundles, and the publish checklist. A Forge project becomes a Lobby game here, through the same contract every third-party game signs.
Why this is not another walled garden
Every AI game-creation platform today traps its output: web games locked to a portal, currencies you cannot cash out of, editors you cannot leave. Forge inverts that. It orchestrates the engines and tools you already own (Unreal, Godot, Blender, the generation providers), and its output is a standard engine project, a packaged desktop build, and a signed Lobby manifest. The same publish contract every third-party game signs. If you leave, your game leaves with you.
The bet: production is the new bottleneck, distribution is the prize, and openness is the moat incumbents cannot copy.