- 140 / 140 solver completions
- 140 / 140 official builds
- 732 / 732 official interaction replays
- 0 infrastructure failures or repair passes
Give game agents room to build. Verify what they ship.
GameForge is an open game-development harness. The solver gets a complete disposable project and freedom to use code, shell, image, and official engine tools. A separate evaluator builds, launches, replays, records, and verifies the result.
“Do not prescribe how the model builds the game. Do not let the model decide whether the game works.”
The solver owns exploration and implementation. The harness owns the reproducible project boundary, engine lifecycle, execution profile, receipts, and independent evidence.
One open loop. One independent verdict.
The model can inspect, improvise, call the engine, capture feedback, and change strategy. Final acceptance remains outside that loop.
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01
Brief + project
A game brief or change request enters a disposable full workspace.
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02
Open solver
The model chooses its own files, tools, engine commands, and validation strategy.
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03
Game artifact
The output is a complete Unity or Godot project, not a chat answer.
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04
Independent replay
A solver-invisible evaluator builds, launches, injects input, and captures evidence.
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05
Verified result
Receipts separate solver, engine, host, runtime, evaluator, and gameplay outcomes.
Fixed tasks, measured competitively.
Frozen suites and paired baselines show how the same open harness performs on repeatable game-development tasks.
Broad briefs, without a prescribed path.
Empty or minimal projects. Natural-language game briefs. No required node names, source layout, API, tool order, intermediate gate, or solver workflow.
Import + runtime hard gates
Twenty genres from empty projects, with blinded quality parity against local Official.
View evidenceBuild + Player hard gates
Twenty genres from minimal projects, with 40 of 40 valid evaluator screenshots.
View evidenceWatch generated games respond.
Animated previews link to full MP4 replays, with input traces and machine-readable receipts in the repository.
Godot · engine-input replay
Tower Defense
Placement · waves · combat · speed control
Godot · engine-input replay
Rhythm Game
Four lanes · score · accuracy
Godot · engine-input replay
Fishing Challenge
Cast · hook · reel · tension
Unity · OS-native input replay
Deckbuilding Duel
Cards · shield · damage · turn progression
Godot · engine-input replay
Brick Breaker
Paddle · collisions · score · lives
Godot · engine-input replay
Arena Survivor
Movement · aim · fire · dash
Freedom where it helps. Boundaries where they matter.
Solvers, engines, and authority profiles are independent choices behind one game workspace and evidence contract.
Replaceable solvers
Use a saved Codex subscription login or a standard OpenAI Responses API tool loop.
Thin engine adapters
Unity and Godot share workspace, budget, receipt, backend, and result contracts.
Explicit authority
Choose maximum native freedom, supervised engine transport, or external isolation.
From clone to an open game task.
Bring Python 3.11 or 3.12, uv, Git, and the engine you want to use. Authentication can come from a local Codex login or an API key kept in the host environment.
$ git clone https://github.com/AlbusChen/GameForge-Harness.git
$ cd GameForge-Harness
$ uv sync --locked --all-groups
$ cp config/model.subscription.example.yaml \
config/model.local.yaml
$ uv run gameforge run-game-workspace \
--project /path/to/game \
--engine auto \
--request "Add a playable dash mechanic." \
--model-profile config/model.local.yaml
Evidence with named boundaries.
- Unity and Godot are fully tested today; additional engine adapters are planned.
- Automated gates cannot prove subjective fun or commercial readiness.
- Unity Open20 demonstrates delivery breadth, not twenty complete human playthroughs.
- Strong isolation defines a fail-closed provider contract; no VM provider is bundled yet.