OhMyGame Beta 5: The Open-Source AI Game Studio Now Runs on Claude Code, Codex or OpenCode

Introduction
OhMyGame, the open-source "one-person game studio" from WhiteTowerAI, is out in beta 5, and the big change is that it no longer insists on its own agent: Claude Code, Codex or OpenCode can now run the whole studio. The v0.0.0-beta.5.0 release landed on GitHub on October 29 at about 18:56 MYT, and the team
on October 30 with every game in the demo reel made in the app. It's Apache-2.0, sits at roughly 1,460 stars on WhiteTowerAI/ohmygame, and you can download it for macOS (Apple silicon) or Windows today.The pitch is one app for the whole messy middle of making a small game. You describe the game, and the agent drafts the design doc, generates the art, 3D and audio on a shared canvas, writes the code, opens the build and plays it to check it works, then publishes it to a link. Beta 5 adds interactive stories, engine and platform plugins, and the bring-your-own-agent switch.
What shipped
- Tool: OhMyGame beta 5 (v0.0.0-beta.5.0)
- Vendor: WhiteTowerAI (ohmygame.ai)
- Modality: agentic game creation: design docs, 2D art, video, rigged 3D models, audio, game code and automated playtesting on one canvas
- Open vs API: open source, Apache-2.0. Ships without a model, so you bring your own keys or subscriptions
- Where to run it today: the macOS and Windows installers on GitHub Releases, or from source with Bun and Node.js
- Concrete fact: coding models from 40+ providers through the Pi agent, or Claude Code, Codex and OpenCode with their own sign-in, and no per-run credits
Bring your own agent, both ways
There are two directions here, and they're worth keeping apart.
Inside OhMyGame, you can now pick Claude Code, Codex or OpenCode in the model picker. That agent runs the conversation with its own sign-in, but it gets the full studio: the canvas, media generation, playtesting, plugins and Undo, with history kept in OhMyGame. Beta 5 also makes each coding agent use its own permission modes, named the way its CLI names them, and the default now lets agents work without asking. If you'd rather keep approvals on, change it in Settings → Agents.
The other way round, you can stay in your coding agent and borrow the studio. Turn on Settings → MCP Server → Allow other agents to use OhMyGame, connect Claude Code or Codex in one click, and they get OhMyGame's media generation with your providers, the canvas and playtesting, plus a Skill that explains the workflow. Other MCP clients can add the ohmygame-studio command.
Plugins and where games go
Plugins let the agent work in tools you already use:
- Engines: Godot, Unity, Unreal Engine and Cocos Creator, driven through each engine's own editor, so install those first
- Assets: Blender, Aseprite and Tiled
- Platforms: TapTap Maker, WeChat Mini Games and Douyin Mini Games
Web games built with Three.js, React Three Fiber or Phaser publish to a shareable OhMyGame link and show up in the in-app Community. Beyond that, the README points you to TapTap and the Chinese mini-game platforms through plugins, Steam via Godot or Unity exports, and itch.io, Poki or CrazyGames by uploading the web build. OhMyGame says it takes no cut of what your game earns.
Interactive stories
The new story mode covers visual novels, interactive films and story games. Each screen is a free-form web page the agent builds from your description, with its own video, dialogue, choices or even a mini-game, connected on a graph while the runtime handles state, saves, music and navigation. Beta 5 adds an Assets tab for every image, video and audio file in a story, lets a scene's background video play through with a Skip for repeat viewers, and ships Last Bus, a 39-scene interactive film example that includes its design canvas, planning docs and generation history.
Models you plug in
OhMyGame ships with no model, and a language model alone is enough to design, code and playtest. Media needs its own providers:
- Images and sprites: Codex CLI sign-in, an OpenAI API key, OpenRouter, or Volcengine Ark / BytePlus ModelArk
- Video: OpenRouter, Volcengine Ark / BytePlus ModelArk, or MiniMax
- 3D models, rigging and animation: Meshy, Tripo or Hyper3D
- Voice, sound effects and music: Doubao Speech and Seed Audio, with beta 5 adding the full Doubao TTS 2.0 preset voice catalog
Keys stay in a local daemon and never reach the agent's workspace, your game or the renderer. Making games locally needs no account; you sign in only to publish.
Try it
Grab the installer, or run it from source:
git clone --branch main https://github.com/WhiteTowerAI/ohmygame.git
cd ohmygame
bun install --frozen-lockfile
bun run dev # web renderer + local daemon
# or
bun run dev:desktop # Electron appOn first launch, connect a provider or point it at a Claude Code, Codex or OpenCode CLI you already have, add image, video, 3D or audio providers if you want generated assets, then describe your game on the home screen. The team suggests starting with a web game, since that path has the full design-to-playtest workflow.
What to watch
- It's labeled beta, and the Windows build isn't code-signed yet, so expect a SmartScreen warning
- Playtesting is still open loop: the agent plans a batch of inputs, runs them, then looks at the result, with no real-time reflexes yet
- Release builds send anonymous usage events and crash reports; builds from source send none
- The roadmap lists plain-language playtest reports, remixing Community games, and Intel Mac and Linux builds
—Titus
