One subscription.
The whole workshop.
Pro opens the Bitmagic GDK and carries the spark allowance that pays for everything your games are made of — characters, vehicles, skyboxes, sound, whole levels — then hosts what you build and puts it in front of players.
Checkout is handled by Stripe. Already subscribed? Open My Plan.
Everything you unlock
The Bitmagic GDK
The game development kit your coding agent drives. See how it works →
-
The GDK itself.
Every command —
init,dev,check,verify,publish— is Pro-only. Without a subscription the GDK can sign you in and sell you one — nothing else. - The 3D engine, vendored as source. Physics, characters, vehicles, cameras, controls and netcode land in your repo as TypeScript you can read, edit and debug — not a package you call into.
-
A live dev server with an editor over it.
bitmagic devserves your game and an editor on the same running world, reloading itself on every change your agent makes. -
A test harness that actually plays the game.
bitmagic verifyboots it in a real browser, starts gameplay like a player would, and hands your agent the errors instead of you doing it. -
Instructions your agent reads by itself.
Every project is scaffolded with an
AGENTS.mdand a set of agent skills, so Claude Code, Codex or Cursor knows the engine's API without you explaining it. -
Engine upgrades that keep your code.
bitmagic upgraderefreshes the vendored engine and the generated config to the current release and never touches your game.
Sparks that refill themselves
Sparks are what generation costs. Pro turns them from something you buy into something you have.
- A rolling allowance, on two clocks. A long window of a week and a short one of 5 hours, each with its own limit. The short one is what stops a single session burning the whole week, and a window's clock starts on your first spend rather than on a calendar date.
- Top-ups when you want more. Purchased sparks sit alongside the allowance and only get spent once a window is empty — and only if you have said they may.
- No queue for the web Creator. Free sessions are capped at a number of creators editing at once and have to wait when it is busy. A Pro session always starts.
-
One balance, everywhere.
The same allowance pays for work in the GDK and in the web Creator;
bitmagic usageand My Plan show the same numbers.
Assets, generated into the running world
Not a stock library. Your agent asks for the thing your game needs and it appears in it.
- Characters and animation. Rigged, animated and dropped into the scene, ready to control.
- Props and vehicles. A prop upgrades a placeholder in place; a vehicle arrives drivable, with physics already attached.
- Skyboxes, images and sound. The difference between a grey box world and somewhere that feels like a place.
-
Cover art and a start screen.
bitmagic coverreads your design doc and makes the image your game is shared with.
The World Forger
The heaviest thing Bitmagic can do on your behalf, included rather than sold separately.
-
A whole playable level from a prompt.
It designs the layout, builds the asset library the level needs, bakes it and hands it back playable —
bitmagic forgein the GDK, the World Forger in the web Creator. - It survives a bad night. A forge run takes many minutes; a failed one resumes from the last step that finished rather than starting over on your sparks.
Publishing, hosting and players
The part that turns a folder on your laptop into a game someone plays. Included with every game published on Bitmagic, Pro or not — but it is where your Pro games land.
- Hosting, included and unmetered by you. One command builds the game and puts it behind a URL on bitmagic.ai. No host to choose, no deploy to configure, no bandwidth bill.
- Private until you say otherwise. Every publish is URL-only by default — share it with three friends before you share it with the internet.
- A real game page. Cover art, a share card, a play button, and a creator profile that collects everything you have shipped.
- An audience that is already here. Likes, comments, followers, the discovery feed and the trending page — the same surfaces every other Bitmagic game lives on.
Live services for every game you ship
The backend you would otherwise have to build, run and pay for. Also part of the platform rather than the subscription — every published game can use it.
- Multiplayer on a hosted relay. Networked players, vehicles, animation and shared world state ship in the engine and run on Bitmagic's servers.
- Leaderboards and saved progress. A hosted game-data service the engine already talks to, so a score board is a few lines rather than a project.
- Runtime AI inside the game. Talking NPCs and other play-time AI run on Bitmagic's servers — no API key of your own, no per-call bill.
Beyond the browser
- Mobile from the start. Touch controls and mobile performance budgets are part of the engine, not a port you do at the end.
-
A native iOS build.
bitmagic iospackages your game as a real iOS app and uploads it to TestFlight. macOS and Xcode required. - Steam and Android. In design — the desktop and Android export lanes come after iOS. SOON
Start building tonight
Subscribe, run bitmagic login in your
terminal, and your agent picks it up from there.
Not sure what the GDK is yet? Start here.
Before you subscribe
What happens when the allowance runs out?
Generation pauses until the window refills — that is all. If you have purchased sparks as well, they can cover the gap, but only after you have explicitly agreed to it in My Plan. Nothing is ever spent from your wallet silently.
Can I cancel?
Any time, from My Plan — it opens Stripe's own billing portal. You keep Pro until the end of the period you have paid for, games you published stay published, and the engine version already in your project keeps working: that licence is perpetual for every version you obtained. What stops is the GDK, the allowance and new engine upgrades.
I have a voucher code.
Redeem it on the subscribe page — it grants Pro for a period without a card, and opens the GDK exactly the same way a paid subscription does.
Who owns what I make?
Your game is yours — plain TypeScript in your own repository. Sell it, and ship it
anywhere you like, including Steam, itch.io or your own hosting; there is no
obligation to publish through bitmagic.ai. The engine that comes with it is
licensed to you rather than sold: you may modify it and ship games built on
it, but not redistribute it as an engine, SDK or starter kit. The full terms travel
with your project as engine/LICENSE.md.
Do I need Pro to use Bitmagic at all?
No. The web Creator is free to start with and games are free to play. Pro is what opens the GDK — the game development kit your own coding agent drives — and the allowance behind it.