How to make a game with AI and publish it, no code
How to make a game with AI step by step: shrink the idea, prompt the AI coder one change at a time, test it and publish a browser game with saves and a store.

To make a game with AI, describe a small idea in one or two sentences, let an AI coder build a playable first version, then improve it one change at a time and publish it at its own link. On iDos Games all of this happens in the browser: you never install an engine, and accounts, saved progress, a store and hosting are already part of every project, so the AI spends its effort on the game itself.
That is the short answer. The rest of this guide is the long one: how to pick an idea the AI can actually finish, what to write in the first prompt, how to fix things when the AI breaks them, and what we saw when teams built games with AI for our hackathon.
What "making a game with AI" means today
There are three ways people do it, and they suit different people:
| Way | What you do | Good for |
|---|---|---|
| A game engine plus an AI assistant (Unity, Godot with a chat helper) | You still work in the engine, the AI writes scripts | People who already know an engine |
| A general AI agent (Claude Code, ChatGPT, Cursor) on an empty folder | The agent writes everything, you run and host it yourself | Developers who want full control |
| A platform with an AI coder | You describe, the AI edits a ready project, the platform hosts it | Everyone else, and anyone who wants players fast |
This guide is about the third way, because it is the only one where a person with no coding experience gets a game that other people can play the same day. If you already use an agent such as Claude Code, read how to make a game with Claude Code: the same platform works as its backend.
Step 01Shrink the idea before you write anything
The most common reason an AI game goes nowhere is a first prompt that describes a dream game: an open world, crafting, online battles and a story, all at once. The AI starts all of it and finishes none.
Cut the idea down to one core action the player repeats. Good first games:
- tap to fight waves of monsters and buy upgrades (idle RPG);
- dodge obstacles and collect coins (runner);
- match, merge or sort things on a board (puzzle);
- answer questions against a timer (quiz);
- play cards against a computer opponent (card battler).
You can add the rest later. Look at the 20 winners of our Solana hackathon: the first place, IMPERIVM, is a card battler, the second, Asyq Atu, is a physics game where you flick knucklebones. Each one does a single thing well.
Step 02Write the first prompt
Open Create and write the idea. One or two sentences are enough; the platform asks a few questions about genre, style and setting, and from the answers it picks a starting template. That is why the new project is playable at once instead of being an empty screen.
A first prompt that works names four things:
- The genre and the core action: "an idle RPG where a knight fights waves of monsters".
- The goal: "the player upgrades the sword and armor to reach a boss on wave 10".
- The controls: "tap to attack, upgrades bought in a shop".
- The look: "dark fantasy, pixel art, night forest".
Put together: "An idle RPG where a knight fights waves of monsters in a night forest. Tap to attack, coins buy sword and armor upgrades in a shop, a boss waits on wave 10. Dark fantasy pixel art." That fits on one line and gives the AI everything it needs for a first version.
Step 03Build one mechanic at a time
You land in the AI coder with a live preview next to the chat. From here the rule is simple: one change per message, then play it.
Prompts that work:
- "Make the jump higher and the fall faster."
- "Add a shop where the player buys sword upgrades for coins."
- "Add a daily quest: defeat 20 monsters, reward 100 coins."
- "When the knight is hit, flash him red for half a second."
Prompts that don't work as well:
- "Make the game better." The AI has nothing concrete to change.
- "Add a shop, quests, a boss and multiplayer." Four changes at once: when one breaks, you cannot tell which.
Say what you see, not how to code it. "The jump feels floaty" is a better prompt than instructions about gravity variables. The AI knows the code, you know how the game feels.
When you ask for something the platform already has, such as a leaderboard, a store or quests, the AI coder installs the ready system instead of writing a new one. That matters: a store written from scratch can keep prices in the browser, where a player can change them; the ready one checks every purchase on the server.
Step 04When the AI breaks something
It will happen. A change fixes one thing and breaks another, or the preview stops loading. Three habits keep this cheap:
- Every change is a version. Open the version history and go back to the last one that worked. Do this before you try to argue the AI out of a broken state.
- Describe the symptom exactly. "After I buy an upgrade, the coin counter shows NaN" gets fixed in one step. "The shop is broken" takes three.
- Pick the mode for the job. The AI coder has a Fast mode for small edits and a Standard mode for bigger features. A new system or a tricky bug goes better in Standard.
Step 05Add art and sound
Placeholder shapes are fine while you tune the mechanics. Art comes after the game is fun, not before. When you are ready, make sprites, backgrounds and icons in the AI image generator, and sound effects and music on the Audio page, then ask the AI coder to put them in the game.
Keep one style across the game: write the same style words in every image prompt ("pixel art, dark fantasy, limited palette"), otherwise each picture looks like it came from a different game.
Step 06Test it like a stranger
Before you publish, give the test version to a friend and say nothing. Watch where they get stuck. AI does not decide whether a game is fun or whether level 3 is too hard; people do. Play it on a phone too: most players will open your link on one.
Step 07Publish the game
Publishing has two steps: you deploy the build you tested, and the game goes live at its own address,
{id}.idos.games. The test copy stays at {id}-dev.idos.games, so you can keep experimenting without touching what
players see. A rollback is one click in the version history. When you are ready for strangers, list the game in the
idosgames.com catalog. Details: publishing and sharing.
What the AI does and what stays with you
| The AI coder does | You do |
|---|---|
| Writes and fixes the code | Decide what the game is about |
| Installs ready systems: store, quests, leaderboards | Decide prices, rewards and difficulty |
| Builds the test version | Play it and say what feels wrong |
| Puts your art and sound in place | Choose the style and keep it consistent |
What comes with every project
A new project already has sign-in with an iDos Games account, a lobby, a profile, an inventory, friends, invites, quests and mail. When the game needs more, the AI coder adds a store, a leaderboard, timed events, multiplayer rooms or AI features for players. None of it needs your own server: see what is included.
What to do after the first release
- Add a leaderboard and quests to bring players back.
- Play with friends in real time: multiplayer without a server.
- Start earning: how to monetize a browser game.

About the author
Aidos RyskeldinovFounder of iDos Games
Lifelong gamer and tech enthusiast. Since 2020 I have been building and shipping cross-platform games and apps, and today I'm building iDos Games: a platform where anyone can make a game with AI, put it live at its own link and earn from it. Here I share how to make games faster and easier than you'd think.
Frequently asked questions
Can I make a game with AI if I have never programmed?
Yes. You describe the game in plain words, and the AI coder writes TypeScript code for it. You change the game by telling the AI what you see and what you want instead, one change per message.
Can AI make a full game?
AI makes a small complete game well: an arcade, a puzzle, an idle RPG, a card battler. A large game is still made of many small steps, and the decisions about fun, difficulty and scope stay with you.
Is making a game with AI free?
You can start on the Free plan: it includes monthly AI credits for the AI coder. Bigger projects need more credits, from a paid plan or Aspis you top up. The cost of each run comes from those credits.
Can AI make a 3D game?
Yes, in the browser. The voxel sandbox template is a 3D world built on three.js. 2D is still easier: fewer things to get wrong and faster to check.
Can I sell a game made with AI?
Yes. Add a store and sell items for Aspis, the platform currency: every sale brings you income. In the iDos Games mobile app you also earn from rewarded ads.
Can I edit the code myself?
Yes. The project is ordinary TypeScript code. Edit it in the dashboard, connect GitHub or work on it with your own AI agent, such as Claude Code, over MCP.
Learn more in the documentation
- Create a game or app with AIHow to turn an idea into a working browser game or app on iDos Games - describe it, answer a few questions, then refine it with the AI coder in a live preview.
- What is included in a new projectEvery new iDos Games project starts with sign-in, a lobby and six ready systems; more systems such as a store, leaderboards, events or multiplayer are added when the app needs them.
- Publish and share your game or appHow publishing works on iDos Games - a test version and a live version, your app's own address, a page in the catalog, custom domains and one-click rollback.
Make your own game
Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.
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