antics.gg
21 fun games · 234,984 plays with friends234K plays with friends

YOUR AGENT BUILDS IT · WE RUN IT

Make a multiplayer game out of a daft idea.

Never written a line of code? Great — nobody here does that any more. Tell Claude Code, Codex or Cursor what game you want (that's vibecodingvibecoding, nounYou describe the game in plain English, the AI writes every line. No install, no syntax, no Stack Overflow. Five minutes is a normal first game.), then paste our prompt so antics handles the multiplayer — servers, rooms, live sync, leaderboards. You get a link. It's an AI game maker where the AI does the making and you take the credit. Already have a game? Same prompt, skip straight to that part.

Copy the multiplayer prompt
Play a live game

FREE TO START, NO ACCOUNT NEEDED. YOUR AGENT OWNS THE GAME; ANTICS RUNS THE MULTIPLAYER.

your coding agent
make my game multiplayer with antics
Done — added rooms, live state sync, and a leaderboard, then deployed:
antics.gg/world/hexgl-arena — public world, everyone competes
antics.gg/r/KX7P2M — private room, invite your friends
antics.gg/world/hexgl-arena-430188
MULTIPLAYER LIVE
ROOM KX7P2M4 PLAYERS
Mia1,240
Jon980
Ada720
Sam460
your friends, in seconds
NO GAME YET? NO PROBLEM

Steal an idea. Paste it. Go.

Copy one of these into your AI coding agent exactly as-is. It writes the game, we make it multiplayer, you get a link. Zero code typed by you.

Two ways in. Both end in a link.

HOW IT WORKS
OPTION 01 RECOMMENDED

Connect the MCP server

One command in your AI coding agent:

# Claude Code
claude mcp add antics -- npx -y antics-mcp
# Codex
codex mcp add antics -- npx -y antics-mcp

Then just say “make a 2-player game and deploy it”. Your agent calls deploy_game and hands back a playable URL. No copy-paste, no login.

Using Claude? There's a longer walkthrough for making a multiplayer game with Claude — which model to pick, and the four things it gets wrong first.

OPTION 02

No MCP? Hand your AI the docs

Give any agent antics.gg/llms.txt — the whole multiplayer API in one file, written for one-shot integration. Ask for a game, then paste the HTML it writes into the box below.

import { joinRoom } from "/sdk/v1.js";
const room = await joinRoom({}); // that's the integration

Two lines of SDK. Rooms, presence, events, state sync and leaderboards all hang off that one object.

STEP 1 · NO CODING

Describe your game in plain English to Claude Code, Codex or Cursor

STEP 2

Paste the antics prompt to make it multiplayer

STEP 3

Get the links and go bother your friends

Already have the HTML? Paste it.

MANUAL DEPLOY
KEYLESS DEPLOYS ARE INSTANT AND NEED NO ACCOUNT: ROOMS HOLD 8 PLAYERS AND EXPIRE AFTER 24H. SIGN IN TO KEEP YOUR LINKS AND PERSIST LEADERBOARDS.

Your AI can build the game. It can't run the multiplayer.

Single-player is just code on your machine. The second a friend joins you need a server that's always on, players synced 30× a second, and someone to blame when it lags. That's infrastructure, not a prompt — and it's where vibe-coded games quietly die.

game serversrooms & inviteslive state sync leaderboardshostinglisting on antics.gg
WITHOUT ANTICSA game you play alone, on localhost, forever.
WITH ANTICSA link 50 people can join simultaneously.
BUT I'M NOT AN ARTIST

No worries — nobody here can draw.

BROWSE THE FREE MODELS →
Pocket watch, modelled in code from one photo

Your agent does the art too. Ask it for a crate and it writes one — a width, a height, a plank thickness — then builds it into a .glb your game loads. This gold pocket watch? An AI wrote it while squinting at one photograph.

Every part has a name, so the game can open the lid or spin a wheel. And when the crate turns out too small, nobody redraws anything — you change the 0.6.

How the art gets made →

Questions people ask before their first game

Do I need Unity or a game engine?

No. Antics games are browser games — HTML and JavaScript, plus whatever your agent reaches for on top: Canvas 2D for a top-down arena, Three.js for 3D, plain DOM for a trivia night. No Unity, no Unreal, no Godot, no engine to learn and nothing to install. Your friends install nothing either; they open a link.

Do I need to know how to code to make a multiplayer game?

No. You describe the game in plain English and an AI coding agent — Claude Code, Codex or Cursor — writes every line. A first game usually takes about five minutes.

How long does it take to make a multiplayer game?

About five minutes for a first one: describe it, paste the antics prompt, send the link. The multiplayer is not the slow part — that's one prompt. The slow part is you, changing your mind about whether the geese should be able to swim.

What kinds of multiplayer games can I make?

Real-time arena shooters, co-op 3D, turn-based trivia nights, clicker races, desk-sized racers — anything that runs in a browser and gets funnier with more people in it. The prompts page has copy-paste briefs for several of them, ready to hand straight to your agent.

Which AI coding agents work with antics?

Claude Code, Codex and Cursor have one-line MCP setups. Any agent that can read a docs file and write JavaScript works — the whole API is one file at antics.gg/llms.txt.

Do I need to run a server for multiplayer?

No. Your agent owns the game code; antics runs the game servers, rooms, matchmaking, state sync, leaderboards and hosting. The always-on half — players synced about 30 times a second, a new host elected when the old one closes their tab, latecomers handed the full state — is the half you never write.

Do I have to host anything?

No servers to rent, no Docker, no deploy pipeline, no domain to buy and no certificate to renew. Your agent calls deploy_game — or you paste the HTML into the paste-it box on this page — and antics serves the game at a URL that already works.

How many players can join?

Eight per room on a keyless deploy, with no account at all. A free account raises that to 16 per room, keeps your links from expiring and lets you run 25 rooms at once. Pro, when it lands, lifts the 16-player cap and takes you to 150 concurrent rooms — a popular game is usually a lot of small rooms rather than one enormous one.

Can my friends play on their phones?

Yes. Send the link, they tap it, they're in — no app store, no account, no “install our launcher”. Phone, laptop and the one friend on a work iPad all land in the same room.

Is it free to make a multiplayer game?

Yes. Keyless deploys need no account and support 8-player rooms that expire after 24 hours; a free account raises that to 16 players with links that never expire and leaderboards that persist. No card, no trial clock.

Couldn't I just wire up WebSockets myself?

You could — it's a socket server, room codes, reconnects, host handover, state everyone agrees on, and someone awake when it falls over at midnight. Netcode libraries like Colyseus and Playroom take a real bite out of that list, and they're good tools. The difference here is that there's nothing for you to integrate: your agent writes two lines of SDK, and the hosting comes with it.

Start free. Grow without migrating.

Same link, same leaderboard, more headroom. No re-deploy, no rip-and-replace.

Keyless

FREE · NO ACCOUNT
  • 8 players per room
  • Rooms + live state sync
  • In-room leaderboard
  • Rooms expire after 24h

Free account

FREE · ONE SIGN-IN
  • 16 players per room
  • Links that never expire
  • Leaderboards that persist
  • 25 concurrent rooms

Pro

COMING SOON
USAGE-BASED
  • Server-authoritative games
  • Custom domain
  • 150 concurrent rooms
  • No antics badge