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

Prompts that ship multiplayer games

Paste one into Claude Code, Codex, or Cursor. Each covers setup, build, and deploy — your agent hands back a link your friends can open. Edit the bracketed bits, or don't: they work as-is.

START HERE

The multiplayer prompt

The one from our homepage: point your agent at the game you're already building (or describe a new one) and it comes back with a shareable link.

Use Antics to make my game multiplayer and host it (https://antics.gg) — my friends should be able to join from a link on phones or laptops.

Read the antics docs before you write any netcode — build against the real SDK, not a guess. If the Antics MCP isn't connected yet, add it first: `claude mcp add antics -- npx -y antics-mcp`. No MCP where your agent runs? Read https://antics.gg/llms.txt — the complete SDK and deploy guide in one file.

The game: [point at the game you're building for me, or describe a new one — players, goal, controls].

Integrate rooms + live state sync, and a leaderboard if the game has scores. One known gotcha if the game uses a full-screen <canvas>: give it explicit CSS width/height (e.g. 100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap breaks mouse/camera math on hi-DPI screens.

Finish with the playable link I can send to friends.
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6 PROMPTS
REAL-TIME 8 players · WASD + mouse

Real-time arena shooter

Live projectiles, respawns, and a kill leaderboard — the genre that shows off low-latency state sync. Play the result at a live world like this one.

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Build me a real-time multiplayer top-down arena shooter.

Read the antics docs before you write any netcode — build against the real SDK, not a guess. If the Antics MCP isn't connected yet, add it first: `claude mcp add antics -- npx -y antics-mcp`.

The game: up to 8 players in one arena, move with WASD and aim/fire with the mouse, live projectiles that travel and deal damage, respawn on death, first player to 10 kills wins the round. Every player sees positions, shots and the kill count update live, with a kill leaderboard on screen.

One known gotcha if the game uses a full-screen <canvas>: give it explicit CSS width/height (e.g. 100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap breaks mouse/camera math on hi-DPI screens.

Finish with the playable link I can send to friends.
CO-OP 3D shared score · three.js

Co-op 3D with Three.js

Everyone flies a glowing orb in one shared scene — cooperative, not competitive. A good first 3D multiplayer project.

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Build me a cooperative 3D multiplayer game with Three.js.

Read the antics docs before you write any netcode — build against the real SDK, not a guess. If the Antics MCP isn't connected yet, add it first: `claude mcp add antics -- npx -y antics-mcp`.

The game: players each pilot a glowing orb in a shared 3D space and fly around collecting crystals together toward a shared goal. It's co-op, not competitive — everyone works toward the same total, each player sees the others' orbs moving and crystals disappearing as they're collected, and the shared score stays on screen.

One known gotcha if the game uses a full-screen <canvas>: give it explicit CSS width/height (e.g. 100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap breaks mouse/camera math on hi-DPI screens.

Finish with the playable link I can send to friends.
PARTY 60 seconds · any group size

Clicker race with a leaderboard

Sixty seconds, one big cookie, live standings. The smallest possible multiplayer game — great for testing your setup end to end.

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Build me a fast multiplayer clicker race with a leaderboard.

Read the antics docs before you write any netcode — build against the real SDK, not a guess. If the Antics MCP isn't connected yet, add it first: `claude mcp add antics -- npx -y antics-mcp`.

The game: a 60-second race where every player clicks a big cookie as fast as they can. A live leaderboard ranks players by click count in real time — scores update instantly for everyone in the room — and a final standings screen appears when the timer hits zero. Persist the leaderboard across rounds.

Finish with the playable link I can send to friends.
TURN-BASED host-run rounds · speed bonus

Turn-based trivia night

Host-run rounds, first-correct bonuses, final standings — turn-based flow instead of real-time twitch, so it works for any group.

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Build me a turn-based multiplayer trivia game.

Read the antics docs before you write any netcode — build against the real SDK, not a guess. If the Antics MCP isn't connected yet, add it first: `claude mcp add antics -- npx -y antics-mcp`.

The game: host-run trivia rounds — one player starts the game, a question shows to everyone at once with multiple-choice answers, and the first correct answer earns a speed bonus. The host advances rounds, answers lock per question, the scoreboard syncs to every player, and final standings show after several rounds.

Finish with the playable link I can send to friends.
SINGLE-PLAYER · FABLE 5 one sentence

Sunset city drifter, in one line

The whole prompt is one sentence. It hands you a golden-hour city to drive around — proof you can start from nothing but a vibe.

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a 3D car game where I can drive a car around a city at sunset. Make the graphics beautiful.
SINGLE-PLAYER · FABLE 5 long prompt · real geography

Build a world as real NYC

True bearings and topology, a low-poly toon skyline, ~15 hand-modeled landmarks, and a drift route over the East River bridges.

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Build a 3D driving game: a golden-hour arcade drifter set in real New York City. Simple drift physics that feel great, a chase camera, and a sunset rig — low sun, warm fog, bloom, ACES. The world is the point: build it as the REAL city.

Coordinate model:
- Author all city data in a separate file (city-data.js) as TRUE real kilometres from the Empire State Building, [east, north], negative = west/south. Source positions from OpenStreetMap (Overpass) or reliable knowledge of New York.
- One scale constant maps real km to game metres (pick ~250-300 m/km so Midtown is drivable in a minute or two). Compressed distances are INTENTIONAL. What must match the real map is bearings, adjacency, and topology: which streets cross which, where each bridge lands, which side of a river things sit on. Never pre-inflate coordinates in the data to cheat the look — the data stays real, the renderer owns all compression.

World content (first playable = Manhattan + the two rivers):
- Roads: the real grid — the avenues (1st through 12th, plus Park, Madison and Lexington) running the island's long axis, the marquee cross streets (14th, 23rd, 34th, 42nd, 57th, 72nd, 125th), Broadway slicing its diagonal through all of it, FDR Drive and the West Side Highway hugging the shorelines, plus 2-3 real arterials for each outer borough (Brooklyn: Flatbush and Atlantic; Queens: Queens Blvd; the Bronx: the Grand Concourse). Render as textured ribbons; stagger heights slightly so crossings don't z-fight.
- Rivers: the Hudson on the west, the East River on the east, the Harlem River closing the top — Manhattan must read as an ISLAND from above. Carve riverbeds into the terrain and fill them with a water surface.
- Bridges: Brooklyn, Manhattan, Williamsburg, Queensboro, George Washington — suppress the river carve under each so roads cross on real decks that climb and descend. A road that spans water gets a bridge deck, not a simple dip into the carve.
- Central Park: the exact rectangle is the most recognizable feature of the map from above — green, treed, no buildings inside, the loop drive around its edge.
- Districts (with density weights) drive procedural buildings: brownstone rows with stoops off the avenues, wall-to-wall brick mid-rises with fire escapes and lit ground-floor storefronts on the arterials, glass towers ONLY within the high-density cores (Midtown and the Financial District first). Rooftop water tanks on the mid-rises. Instance repeated props for performance.
- Parks: Washington Square, Bryant, Madison Square, Battery, the Hudson riverfront — green, treed, no buildings.
- The drift route: down Broadway's diagonal from Columbus Circle through Times Square to the Flatiron wedge, onto the Brooklyn Bridge ramps, across the deck to DUMBO, back over the Manhattan Bridge into Chinatown. Smooth and continuous so it drives well; both bridge climbs should overlook the skyline and the harbor.

Art direction (hybrid):
- Golden-hour rig everywhere: bloom, ACES.
- Build all architecture in a flat-shaded low-poly toon style: faceted geometry, MeshToonMaterial with a warm palette (brownstone red, limestone cream, brick, weathered-copper teal), emissive windows carrying the dusk mood. Toy city at golden hour — Times Square gets to glow.
- Hand-model ~15 landmarks and place them at their real positions. Bar for each: silhouette + dominant colour must be recognizable from photos. Set: the Empire State Building (setback tiers, spire), the Chrysler Building (sunburst crown), One World Trade, the Flatiron wedge, Grand Central, the Brooklyn Bridge's gothic towers, the Statue of Liberty on her island, 30 Rockefeller Plaza, St. Patrick's Cathedral, the Guggenheim's white spiral, Madison Square Garden's cylinder, the UN Secretariat slab, the Washington Square Arch, the Oculus, Times Square's billboard canyon (emissive panels). Give each a keep-out radius so procedural blocks don't crowd it.

Protected gameplay anchor:
- Spawn on 5th Avenue at 42nd St heading south: the Empire State Building dead ahead, the Chrysler crown off the left shoulder, the Flatiron waiting where Broadway crosses. This spawn→Empire State view corridor is the postcard shot — build it first, and re-verify it after any edit.

Verification (do this, don't just claim it):
- Serve locally, open in a real browser, and capture: (1) the spawn sightline, (2) a top-down aerial that must read like the real map of New York — the island between its rivers, the grid with Broadway's diagonal, the Central Park rectangle, (3) the drift route from above (clean ramps; run a numeric max-grade check along the drivable line), (4) a ground-level shot. Also drive the spawn avenue and check nothing obstructs the road. Fix what the screenshots show, and list any artifact you couldn't fix.

Every prompt ends the same way: a link.

antics hosts the game and runs the multiplayer — rooms, live state sync, leaderboards. Free to start, no account needed.