Early access Real Godot 4 under the hood

Stop burning tokens
on Three.js.

Plug your model into a real Godot 4 project with the whole engine layer already wired up: scene, camera, lights, physics, controls. That means your AI burns its tokens on the game, not the boilerplate. Ship straight to itch.io, and the day a chat box starts feeling small, open that exact same project in Godot and keep going. No tutorials. No engine onboarding. No npm install three.

Download free use your own local model at $0 / prompt
No card to start · or top up energy for the built-in AI
Real Godot 4 project, not a hosted demo Free with your own local model Own every game you make — no royalty
iX
IgniteX
Edit mode
↑ /game/main/index.html · iframe placeholder for demo
Your game runs here
prompt → patch → rebuild → live
Manifesto · 01

Making a game used to mean a Three.js course, a Unity-tutorial weekend, or a PhD in shaders, now takes a sentence.

We grew up making games by typing them. 10 PRINT "HELLO" out of a magazine, type in the listing, run it, watch a thing happen. The loop was simple. Then thirty years of "first install this, then install that, then watch a 90-minute YouTube" buried it under sediment.

IgniteX is that loop, dug back up. You type. The model edits a real Godot 4 project. The game rebuilds. You play it. When you outgrow chat (and you might), crack the project open in Godot itself — we don't lock you in, we don't get in your way. Stay forever, leave whenever. Your project, your terms.

Want the loop on your machine? Take me there →
Tools · 02

The control you wish you had with Three.js.

With Three.js, every feature you add piles a little more complexity onto your AI. Eventually it loses control of the codebase, and so do you. IgniteX gives the model real tools to stay on top of things, so the project stays manageable as you build.

Interactive inspector

Tweak transform, materials, lights, and UI with real sliders and colour pickers. Or just say "make it bigger and emerald green."

Live scene tree

A real outliner: select nodes, drag-to-reparent, multi-select, rename inline. Right-click any node and pipe it into the prompt.

Primitives panel

Drop boxes, spheres, cylinders, lights, and cameras into your scene with a single click.

Script viewer

See the code the model wrote, line by line. Read it, copy it, or ask the model to edit it in plain English.

Plain-English tooltips

Hover any node and get a short, human description of what it does. No reading the engine docs.

One-click export

Ship a Web zip or a single-file Windows .exe in seconds. No build pipeline, no SDK setup.

Play / Edit toggle

Flick between editing the scene and actually playing the game. No "Hit run, wait for compile" cycle.

Built-in AI or local model

Use the built-in AI powered by prepaid energy — no setup, no API keys. Or route through a local Claude Code session and pay nothing per prompt. Hosted convenience or $0 local: your call.

Undo & iterate

Every edit is undoable. Try wild ideas without breaking your save. Roll back if you change your mind.

Want these in your browser? Unlock the toolkit →
Showcase · 02

One prompt. Real edits.

Type a sentence. Watch your game change. Each example below took under two seconds to build. and you could play it before you finished reading what changed.

"add a bouncing red ball"
  • +RigidBody3D Ball @ (0, 3, 0)
  • +MeshInstance3D BallMesh · SphereMesh r=0.5
  • +CollisionShape3D BallCollision
  • +scripts/ball_movement.gd (impulse every 2s)
  • rebuilt main.tscn
✓ ready in 1.4s
"make the camera follow the player"
  • +Camera3D FollowCam (child of Player)
  • +scripts/follow_camera.gd
  • set Camera3D.current = true
  • rebuilt main.tscn
✓ ready in 0.9s
"add a score counter in the top-right"
  • +CanvasLayer UI
  • +Label ScoreLabel · anchor_right=1.0
  • +scripts/score_ui.gd (emits on coin pickup)
  • rebuilt main.tscn
✓ ready in 1.1s
"enemy that patrols left and right"
  • +CharacterBody3D Enemy
  • +MeshInstance3D + CollisionShape3D children
  • +scripts/patrol.gd (velocity = ±2 m/s, flips at edges)
  • rebuilt main.tscn
✓ ready in 1.6s
Stop watching, start prompting Skip the queue →
Vs · 03

Vibe-coding Three.js? You're paying twice.

Once for the tokens your model torches rebuilding the camera, the lights, the controls, the physics — every single prompt, Sisyphus at $0.40 a roll. Again for the bugs it hallucinates from a blank slate. And the prize? A demo trapped on a hosted URL you can't actually ship. IgniteX edits a real Godot project. The output is a portable .tscn tree: playable in the browser, exportable to itch.io, openable in Godot itself. Not a demo. A game.

Three.js + AI
// Prompt: "make the cube spin"
// Output: 142 lines of regenerated boilerplate
import * as THREE from 'three';

// (the model rebuilds the scene...)
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, w/h, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
// (...and the lights it had before...)
const light = new THREE.DirectionalLight(0xffffff, 1);
// (...and the resize handler from prompt #1...)
window.addEventListener('resize', () => { ... });
// (...somewhere in line 117, finally, the cube spins.)
IgniteX
// Prompt: "make the cube spin"
// Output: one targeted patch
+ create scripts/cube_spin.gd  (8 lines)
+ attach to Cube node
✓ done in 1.4s

// The scene, camera, lights, physics,
// renderer, resize handler — all of it
// already exists. The model doesn't
// touch any of them. Only the spin
// behaviour gets added.
Stop paying to rebuild the engine Cash in the discount →
Pricing · 04

Free to download. Free to play.

IgniteX is free to download and yours to keep. Run your own local model (a local Claude Code session) and every prompt is $0, forever. Don't want to set that up? Use the built-in AI and top up energy — prepaid, no subscription, no card on file.

Free Download · Windows

The full editor, unlimited projects, Web + Windows export, and every game a real Godot 4 project you own outright. Bring your own local model and the AI runs free too.

Download for free → No account needed · use your own local model
Energy · optional

Or skip the setup — buy energy.

Energy powers the built-in AI, so you never touch an API key or install anything. Prepaid, no subscription — bigger packs throw in bonus energy.

Try it out
$12

Starter energy — enough to get your first game moving.

  • 12,000 energy
  • Built-in AI, zero setup
  • No subscription, no expiry
Buy energy
Pro
$50+

Top up any amount you like, with the biggest bonus.

  • +20% bonus energy
  • Choose your own amount
  • For the long-haul projects
Buy energy
See full pricing →
FAQ · 05

Quick answers.

Do I need to know any programming?

No. IgniteX handles the engine layer for you. The project files on disk are standard, portable formats. if you ever want to peek under the hood you can, but you don't have to.

Why not just vibe-code Three.js?

You can. But in Three.js, your AI burns half its token budget rebuilding the engine boilerplate every prompt — scene, camera, lights, physics, render loop, resize handler — because there's nothing persistent for it to build on. The model isn't making your game; it's reinventing the engine each turn. IgniteX plugs your AI into a real Godot 4 project with all that already wired up, so your prompts go toward gameplay, not scaffolding. And the output is a real project you can ship to itch.io or open in Godot — not a one-off demo trapped on a hosted URL.

What's the output, exactly? Can I take it elsewhere?

The on-disk project is standard Godot 4. scenes/*.tscn, scripts/*.gd, project.godot — all the formats Godot itself uses. Open the project folder in the Godot editor any time. We're not a walled garden: IgniteX is a chat-driven front end to a real engine you can keep building with on your own terms.

Can I export my game?

Yes. One click gets you a downloadable Web zip (drag straight onto itch.io) or a single-file Windows .exe. macOS and Linux templates are wired up and shipping soon.

Who owns the game I make?

You do. The project on disk is yours. IgniteX doesn't retain any rights to what you build.

Is IgniteX really free?

Yes. The editor is free to download and keep — unlimited projects, Web + Windows export, and real Godot 4 projects you own. Run your own local model (a local Claude Code session) and the AI is free too: $0 per prompt, forever.

Then what's the "energy" I'd pay for?

Energy is optional. It powers the built-in AI, so you don't have to set up a local model or bring an API key — just prompt, and IgniteX runs the model for you. It's prepaid (Try $12, Make a game $20, Pro from $50 with bonus energy), no subscription, no expiry. Out of energy? Switch to your local model and keep building for free.

Can I get a refund on energy?

Unused energy is refundable within 7 days — just email us. Energy already spent on AI turns is consumed and can't be refunded, but whatever's left in your balance we'll return, no fuss.

Your first shippable game is one sentence away.