
To make a game with Claude Code, create an app on iDos Games, connect Claude Code to the two iDos Games MCP
servers, load the idosgames-getting-started skill and describe the game. The agent then builds on a real project
instead of an empty folder: sign-in, saved progress, a store, leaderboards and multiplayer rooms run on our backend,
art and sound come from the same connection, and one command deploys the game to its own link.
Most tutorials start Claude Code in an empty folder and end with an HTML file on your laptop. That is a fine way to learn, but it is not a game other people can play: there are no accounts, nothing is saved between sessions, and the game lives on one computer. This guide covers the other half.
Why Claude Code needs a backend for games
Claude Code writes a game client fast. Ask it for a Phaser shooter and you get one in minutes. The trouble starts the moment the game has to remember something:
| What the game needs | Empty folder | With iDos Games |
|---|---|---|
| Player accounts | write auth yourself | sign-in is in the project |
| Saved progress and inventory | localStorage, lost with the browser | stored on the server |
| A store with real prices | prices in the client, easy to cheat | every purchase checked on the server |
| Leaderboards | needs a database | ready system, weekly resets included |
| Playing with friends | needs a realtime server | multiplayer rooms |
| Hosting | find it, set it up | {id}.idos.games after deploy |
Each row is a week of work if the agent writes it from scratch, and a security hole if it writes it badly. With MCP the agent calls ready parts instead.
Step 01Create the app
Create the app once on Create or in the dashboard. The agent works with apps that
already exist in your account and finds them by name. You can skip the AI coder there and go straight to Claude Code.
The agent can also create a new app itself with create_title, if you allow "Create new apps" when signing in.
Step 02Connect the two MCP servers
In a terminal:
claude mcp add --transport http idosgames https://site.idosgames.com/api/v2/mcp
claude mcp add idosgames-registry -- npx -y @idosgames/mcpThe first one is remote: it reads and changes your apps, generates assets and deploys builds. The second one runs on your machine: it gives the agent the project scaffold, ready modules and a skill for every part of the SDK.
Restart Claude Code, run /mcp and sign in to "idosgames" in the browser window that opens. You choose which apps the
agent may touch. No API keys, nothing to paste into config files. All options are in building with AI agents over
MCP.
Step 03Start the project with a skill
Ask Claude Code:
Load the skill idosgames-getting-started and build my app "Coin Arena": a top-down arena where the player dodges projectiles and collects coins. Phaser, neon style.
The agent finds the app, scaffolds the project from the SDK and puts the game inside the lobby. Sign-in, profile, inventory, friends, invites, quests and mail are already there. How the pieces fit: SDK overview.
A tip from our own use: keep the first request to one mechanic, exactly like in the AI coder. Claude Code will happily build five systems in one go, and you will spend the evening finding which one broke the other four.
Step 04Add game systems in plain words
When you ask for something the platform has, the agent installs the ready system instead of writing a backend:
- "Add a leaderboard by best score with weekly resets."
- "Add a store with three coin packs and a daily deal."
- "Let friends play together in a room."
- "Give a reward for logging in seven days in a row."
Settings such as prices, rewards and quest goals live on the server and are changed over MCP, without a new build. That is handy later: you can retune the economy of a live game with one sentence.
Step 05Generate art, sound and 3D
The remote server generates images, sound effects, music, video and 3D models, and puts them where the game needs them:
Generate a sprite for the player ship, an enemy drone and a looping synthwave background track, and use them in the game.
Generations spend the AI credits of your plan, then your Aspis. Ask the agent to run estimate_media_cost first if
you want the price before anything is spent. For a 3D game it can also make a model, give it a skeleton and put
ready idle, walk and run animations from the platform library on it.
Step 06Test, then deploy
Build the game, upload the build to the test copy and give me the link.
The test copy opens at {id}-dev.idos.games. Play it on your phone, fix what feels wrong, then:
Deploy the tested build to players.
The game goes live at {id}.idos.games. The build you tested is the build players get: nothing is rebuilt on deploy,
and a rollback is one click in the dashboard. When you are ready for strangers, publish the game to the
idosgames.com catalog. Details: publishing.
Prompts that work well with Claude Code
- Say the outcome, not the file. "Coins should fly to the counter when collected" beats "edit Coin.ts".
- Ask it to check its own work. "Run the type check and fix what fails" catches most breakage before you look.
- Point it at the skill. "Use the skill for the store" keeps it on the ready system instead of inventing one.
- Keep secrets out of the client. Prices, rewards and drop rates belong in server settings, not in code.
Real games made this way
The rules of our Solana hackathon allowed either the iDos Games AI coder or your own agent, such as Claude Code, Codex or Cursor, connected over MCP. All 20 winning games run on the same engine and open in a browser. If you prefer chat to a terminal, the same platform has a built-in AI coder: see how to make a game with AI.
After the first release
- Bring players back with leaderboards, quests and a store.
- Use ChatGPT instead: how to make a game with ChatGPT.
- Earn from it: 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 Claude Code make a full game, not just code snippets?
Yes, when it has a backend and a project to build on. Connected to iDos Games over MCP, Claude Code gets a ready project with sign-in and a lobby, game systems on a real server, asset generation and a deploy command, so the result is a live game with a link.
Do I need an API key?
No. The remote MCP server uses sign-in in the browser. On first use you sign in to iDos Games and choose which apps the agent may work with.
Does this work with Cursor, Codex or ChatGPT?
Yes. Both iDos Games MCP servers work with any MCP client. The setup for each client is on idosgames.com/mcp.
Which game libraries can Claude Code use?
The project is TypeScript with React. Phaser for 2D and three.js for 3D are ready to use, together with the iDos Games SDK packages.
Where is the game hosted and what does it cost?
On iDos Games, at {id}.idos.games. Hosting is part of your plan. Asset generation spends the AI credits of the plan, then your Aspis; the agent can check the price first.
Learn more in the documentation
- Build with AI agents over MCPConnect iDos Games to Claude, ChatGPT, Claude Code, Cursor or any MCP client - one remote server works with your live apps, a local one gives agents the SDK modules and skills.
- TypeScript SDK and project structureHow an iDos Games project is built - the @idosgames npm packages, a host shell with sign-in and lobby, feature modules for systems and games, and one config file for the look.
- 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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