Lobby
FORGE

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 №1
PalermoRecoletaRetiroMicrocentroPuerto MaderoCostanera SurSan TelmoLa BocaThe ObeliskHN ↑BUENOS AIRES · ≈40 KM² · DERIVED FROM BA DATA + OSM · SIMPLIFIED FOR PLAY
FLAGSHIPpre-production

Night 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.

8 districts14 landmarks19 route edges8 missions20 asset specs
69/100 PRODUCTION READY · DERIVED
Drive the city ›
▸ DRIVES IN THE BROWSER NOW · REAL STREETS · TRAFFIC · COLLISION · A COURIER RUN
ALSO ON THIS WORLDStudio · build on the city ›Digital Twin · photoreal Buenos Aires ›

The production spine

13 stages
01
Intake

Founder/builder intent captured as a brief

02
Concept

Premise, pillars, references, tone

03
World

City source, districts, landmarks, routes, style

04
Mechanics

Core loops and systems, specified testably

05
Missions

Playable loops placed onto the world graph

06
Assets

Specs, generation pipeline, game-ready normalization

07
Engine

Engine targets and orchestration bridges

08
Prototype

A build you can actually play

09
Store page

The Lobby storefront presence

10
Manifest

The signed publish contract, drafted

11
Playtest

QA reports: design review, agent sim, humans

12
Package

Export bundle: everything a publish needs

13
Publish

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 status

World Forge

flagship

REAL 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.

City source + licensing modelWIRED
District / landmark / route graphsWIRED
Style board + locomotion specsWIRED
Mission loops on the world graphWIRED
Geodata ingest (BA Data, OSM, Overture)DESIGNED
Procedural massing to engine scenePLANNED

Asset Foundry

data-spine

SPECS 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.

Typed asset specs + budgets + promptsWIRED
Provenance + disclosure metadataWIRED
Provider routing (Meshy / Tripo / TRELLIS.2)DESIGNED
Game-ready normalization passDESIGNED
Asset marketplace railPLANNED

Engine Bridge

data-spine

ANY 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.

Engine target declarations + adapter statusWIRED
World plan → Godot greybox (generator + headless validation)WIRED
Unreal 5.8 official MCP orchestrationPLANNED
Godot headless export runnerPLANNED
Blender MCP asset assemblyPLANNED
Cloud build farmPLANNED

Playtest Lab

data-spine

QA 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.

Typed reports + findings + coverageWIRED
Design-review rungWIRED
Agent-sim playtestingPLANNED
Human session capturePLANNED

Publish Desk

data-spine

FROM 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.

Store page draftWIRED
Manifest dry-run against platform validatorWIRED
Export bundle assemblyWIRED
One-command publish to registryDESIGNED
Desktop build delivery (Tauri client)PLANNED
real, runs todayreal design over unwired seamsmocked stand-inplanned, not built

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.