Zloy Studio
The program people make zloy.net games in. It installs on your computer, works with your own folder on disk and takes the game all the way to the catalogue: build it, try it, send it to moderation, ship it.
Download
Free. An account is only needed to publish a game. All builds and past versions
What it does
- Makes the game with you. Zloy Master turns a description in plain words (“a shooter about flying carpets, two players over the network”) into a specification and walks an AI agent through it until the game is done. You pick the agent: Claude Code, Codex or Koda.
- Covers everything a game needs, without your own server. Rooms, chat, saves, timers, leaderboards and in-game currency already exist on the platform — you attach them as cubes instead of writing them again.
- Shows what is happening inside the game. Zloy Data — the rows your game wrote into the backend; Zloy Stats — load and response times; Zloy Notify — notifications for players.
- Ships it. The build runs on your machine with one command, only the finished result is uploaded, and then come preview, moderation and the catalogue.
What your computer needs
Zloy Doctor checks the machine on the first screen and installs what is missing: you need Node.js with npm and git, plus at least one AI agent. Blender is optional — without it your assets will be procedural.
A game on the platform is a web game in JavaScript, so a new project's starter builds with no dependencies at all: the first build works on a clean machine, even with no internet.
How to publish a game
The full order of steps is on the “How to publish a game” page. In short: create a project, sign in with your zloy.net account, build the web version, pick an address and a genre, and send it to moderation.
What has changed
Version 1.24.1 · 28.08.2026
- The icon chat no longer finishes the site. The agent remembered an ongoing conversation PER GAME rather than per chat: while there was one Claude Code per game these were the same thing, but topic chats made it three — and whichever opened second continued someone else's conversation. From the outside it did not even look broken: right chat, right task, answer about something else
- The old shared record is erased rather than moved into one of the chats: it held the conversation of whichever chat started last, so with equal chance someone else's. Each chat therefore starts afresh once and says so honestly; the transcript on the server is intact
- A chat opened by the master no longer gives itself a second session. The master opened it without a number, and the same chat from the list got another agent process: doubled replies and an argument over whose conversation to continue
- The master's task now reaches the chat even when the chat opens before its list does. On that path it was lost: you wrote everything into the form and the conversation opened empty
- Two requests to the master in a row (icon, then site) no longer cancel each other: chat-open requests now queue instead of sharing one slot
Version 1.24.0 · 28.08.2026
- After the “Publish site” button the draft link now arrives right in the chat — click and look. The button used to answer “uploaded” and send you to the game settings for the address: you left the conversation exactly when everything was ready
- The draft link is new every time and opens ONLY the site. It used to be signed with the same key as the game's own draft: forwarded to anyone, it also let them into the unreleased build and the game's debug data
- The link lives for two hours, while whoever opened the draft keeps browsing it for a day: a link travels — it stays in chats and clipboards — while the pass sits in the browser of someone who already looked. An outdated one now says it is outdated and where to get a fresh one: it used to be “page not found”, which at your own address reads as “the site is gone”
- The draft is closed to search engines and does not hand its address to outbound links: a signature holds against guessing, but not against a crawler arriving via a forwarded link, nor against a header carrying the whole address away
- A moderator opens from the queue THAT variant of the site which they decide on. A developer who sent the site for review calmly uploads the next draft — and the moderator approved one thing by button while looking at another
- “Reject…” works again for sites in the queue. The button opened the reason form via a script rendered only when the game queue was non-empty: no games — the click did nothing
Version 1.23.0 · 28.08.2026
- Before making a site the Studio asks which kind: a calm shop window with text and screenshots, or a 3D landing page with the hero model at its centre, moving with scroll and cursor. One prompt for both cases produced a middle ground — a heavy scene where a picture would do, and a dull page where an effect was needed
- The agent now also gets a rasteriser — it produces the 1200×630 preview image, the one shown instead of a link in messengers. We first look for something already installed and only install our own if nothing is found; system packages are left alone, they ask for admin rights
- Platform requirements (both language versions, the footer link, 20 MB, both buttons) are shared by all variants and checked by a test against each of them: a new variant cannot be added while forgetting the mandatory parts
Version 1.22.0 · 28.08.2026
- Press “Make a site” and you land in the chat with the agent right away. Installing the front-end skills moved there too: it used to hold you in front of a modal dialog before the conversation had even started
- The whole installation is visible in the feed: what is already there, what is downloading, what failed and why. If something fails the site still gets made — the agent just knows less, and now it is clear why the result came out simpler
- Skills are installed strictly before the agent starts, and that order can no longer be bypassed: the preparation lives inside the session itself. Claude Code reads skills at start-up, and anything added later would only be seen next time — silently, without a single error message
Version 1.21.0 · 28.08.2026
- A “Publish site” button now sits right in the chat with the agent — where you already are when it finishes. Leaving for the game settings meant interrupting the conversation at the exact moment it ended in success
- A site is now capped at 20 MB. A shop window is text, a few images and maybe a short clip; anything beyond that usually means the game's assets ended up in the folder or the images were never compressed — and it is the visitor on a phone who pays for it
- The size is measured after unpacking, not by the archive — otherwise the cap would let through a site three times larger. The Studio also checks before sending: pushing twenty megabytes over a bad connection for a refusal known in advance is pointless. The agent learns the limit from its brief instead of discovering it at the end
Version 1.20.1 · 28.08.2026
- Studio tools connect to Claude Code again. Connecting first removes the server's previous entry, and the agent's command, finding it in two places at once — the shared one and a single folder's settings — removed nothing; then writing the new one answered “server already exists”, and the Studio honestly said “tools NOT connected”
- The old entry is now removed with its location stated outright, and in every folder where it was found: a folder's setting outranks the shared one, and an entry forgotten there with an old key would silently override the fresh one — “connected” on the outside, a 401 on every call
- If the previous entry survives anyway, the Studio no longer shows the command's bare reply but names the two lines that will remove it for certain
Version 1.20.0 · 28.08.2026
- A game site's address starts working from the first uploaded variant, not after approval. Otherwise it was a closed loop: the draft lives at the same address, and without a live name it could be neither shown nor reviewed — and so never approved
- Until the site is approved, the address shows a placeholder: the platform logo and the line “the game's site is being prepared”. Not a redirect to the game — that would mean the address does not exist; not “page not found” — search engines and messengers would treat the name as dead. The placeholder is not indexed, so it cannot take the real site's place in search results
- After the first upload the address comes alive in about ten minutes — the game's name enters the certificate for the first time. This is now stated outright both in the Studio and in the reply to the agent: silently, it would look like a breakage
Version 1.19.0 · 28.08.2026
- The agent now publishes a finished game site itself, via the publish_site tool. Ending the work with a trip to the Studio for one button was a redundant step where everything was already done
- The site does not go to moderation on its own: first you look at the draft via the link the tool returns, and decide. Sending a moderator something the developer has not even seen means spending someone else's time on guesswork
- The site requirements are the same as for uploading from the Studio, and they are checked by the very same code: both language versions and the platform link in the footer. A rejection comes back in words that say what to fix — the agent fixes it in the same conversation
Version 1.18.0 · 28.08.2026
- A game's address now follows domain rules: Latin letters, digits and a hyphen inside. Underscores are banned — and this is not pedantry: they are not allowed in a certificate, so a game site at such an address would never open over HTTPS, without a single error message
- Hyphens, conversely, are now allowed. They were banned while the site draft lived at a separate address, “<game>-dev”; the draft moved to the /dev/ path, and the ban lost its reason
- Three games with underscores in their address were renamed. The old addresses did not die: they are released and lead to the new ones, along with the game pages
Version 1.17.0 · 28.08.2026
- Fixed: the agent could start working inside ANOTHER game's folder. Project numbers and game numbers are two independent sequences, both starting at one, so “7” meant both one game's old number and another game's real number at the same time. The migration to a single number did not know this: it took a neighbour's live setting for itself and deleted it. One game got the neighbour's folder, the neighbour lost its own, and every screen showed the correct name — nearly impossible to spot
- Now the migration does not touch a number that belongs to a live game, and a folder keeps a mark of which game owns it: silently working in someone else's folder is no longer possible. If your game lost its folder, point it at the folder again on the sync screen — it takes a minute
- Zloy Master no longer disappears from the chat list. It used to hide as soon as a game brief existed — correct while it did one thing; now it also makes the icon and the site, and those get redone many times
- On desktop, everything opened from “Management” — the game site, the block list, the address — stays in the right column instead of covering the whole window. The master's chat opens there too, with the tabs still visible on top
- “Make a site” no longer asks what you are making: you already answered by pressing the button
Version 1.16.0 · 27.08.2026
- The site draft moved from a separate address to /dev/ on the game's own address. A second subdomain cost a slot in the certificate for every game — one certificate now fits twice as many games, and the second address granted no extra rights anyway
- The draft now has a “notch” — the same plate as above a game: a narrow strip at the top centre that opens on click. Inside: which variant this is, its state, what the moderator wrote if they sent it back, and links to where decisions are made
- The notch is injected into the draft only. The platform does not add a single byte to a published site: it is someone else's page, and our elements on it would imply the author put them there
Version 1.15.0 · 27.08.2026
- The site draft opens from a link in the Studio — and now it actually opens. It turned out that “log in and look” cannot work at the draft address at all: the login cookie belongs to zloy.net itself and browsers do not send it to subdomains — which is correct, otherwise any game's site could read it. The link is now signed, and navigation inside the draft keeps working on its own
- A pass to one game's draft does not open another game's draft, and the signature cannot be forged — both are pinned by a live run
Version 1.14.0 · 27.08.2026
- Before building a site, the agent gets front-end skills — the Studio installs them itself, into the game's folder. It installs them BEFORE opening the chat: Claude Code reads skills when a session starts, so anything added later would only be seen next time — meaning the first and most important site variant would be made without them
- The skill list is named, not “anything web-related”: the catalogue is someone else's, and a keyword search would eventually pull in something that loads styles from a foreign domain — which the game site's protections would block anyway. If something fails to install, the chat says so: the site can still be made, the agent just knows less
- Old site variants are now cleaned up once a day on their own, not only when you upload something. A promise of “after 30 days” should not depend on whether you opened the Studio
Version 1.13.0 · 27.08.2026
- Game settings got a “Game site” section: upload what the agent built, view the draft at its own address — visible only to you — and send it for review. The site goes live after approval, just like the game itself; until then the address keeps serving the previous variant
- Site variants are kept, and you can go back to an earlier approved one with a single button — no moderator needed, they have already seen it. A rejection arrives with the moderator's reason, not silently
- The site's text can be edited by hand, its markup cannot. Headings and paragraphs appear as a list of fields; markup physically never reaches them, so it cannot be broken. Two language versions sit in two tabs side by side: editing one and forgetting the other is the easiest way to ship a site whose English half is three edits behind
Version 1.12.0 · 27.08.2026
- Zloy Master now asks what to work on: the game, the icon, or the game's site. It used to only do games, and folding three different jobs into one prompt would have produced a mediocre result in all three
- New: the game's promo site — a shop window at its own address, from which someone who knows nothing about the game goes and plays it. The agent builds it from the game's assets: description, rules, “Play” and “Game page” buttons, a block of fresh screenshots and clips from players themselves, and both language versions
- The site conversation lives in its own chat, just like the icon one. The master can be run any number of times: each run is a separate variant, and comparing and choosing is the developer's call
Version 1.11.0 · 27.08.2026
- The game icon is now drawn by the agent. Game settings got a “Draw an icon” button: the brief with requirements for size, legibility and format assembles itself — all you add is a wish, or nothing at all
- The icon conversation lives in its own chat. Icons get redrawn ten times in a row, and those rounds should not drown in the game's development history, nor should that history drag the model into an argument about a picture
- The icon chat shows the picture itself plus “Accept” and “Redraw” buttons. An accepted icon goes into the game's draft and reaches the catalogue after review; variants are kept as separate files, so you can go back to the one from two days ago — extras are removed only after acceptance, and two previous ones always remain
Version 1.10.0 · 27.08.2026
- The game catalogue is now tiles with icons. A game is recognised by its picture, and in a row it only ever got a favicon-sized slot to the left of the text. Under the name there is now the address of a released game or the state of a draft — instead of the word “JavaScript”, identical for everyone
- Icons no longer wait for the network: once shown, an icon lives on the device, and the catalogue opens instantly even offline. No icon — the tile shows the first letter of the name rather than an empty square: an empty one reads as “failed to load”
- Build upload now survives a bad connection. There is a progress bar with percentages, a broken upload retries up to five times with a growing pause, and after that a “Retry upload” button remains — it sends the archive that is already built, with no need to rebuild. A meaningful refusal from the server (build over quota, no rights) is not retried at all: five seconds later the answer would be the same
Version 1.9.1 · 26.08.2026
- The connection to the studio MCP server can no longer be overwritten by a placeholder key. The Studio's own checks called the real connect command with a dummy key, and every run wiped the working entry in Claude Code, leaving a broken one behind. From the outside this looked hopeless: the app says “connected”, the agent shows the server as failed, and restarting changes nothing
Version 1.9.0 · 26.08.2026
- The update offer now tells you what will actually change: the new version's list of changes is read from the site and shown right in the dialog. It used to show only the version and build numbers — the dialog asked you to take it on trust, and “Later” got clicked out of caution rather than busyness
- The update path is now complete: see what's new → download in the background (work does not stop, progress is in “Downloads”) → agree to restart → the new version takes the old one's place and opens by itself
- Update leftovers are cleared on the next launch. After a successful swap the temp folder kept a thirty-megabyte archive and a script: the script cannot delete them itself — it lives there too — and the junk grew with every version
Version 1.8.0 · 26.08.2026
- Zloy Data now has a “Wipe the sandbox” button: it erases every row of every cube at once — saves, leaderboards, entities, accounts and transactions. Debugging goes in circles, and clearing the accumulated junk row by row through filters meant spending time on it every day
- Live data cannot be wiped at all: the server refuses, and no confirmation will change its mind. This is not a dangerous edit but an operation that does not exist in production — erasing a live game's data means erasing every player's progress at once, with nowhere to get it back. In production mode the button stays on screen but is disabled and explains why
Version 1.7.0 · 26.08.2026
- Updates arrive again. Clients installed before releases moved to the release channel were asking the old address for a new version, and the files there had already been swept away by the old-build cleanup — every update ended in a 404. A release now updates that pointer too
- On macOS the Studio updates ITSELF: downloads the package, unpacks it, replaces itself and restarts. It asks before restarting — a working agent should not die for an update, and declining loses nothing: the “Restart” button stays in the sidebar
- And the main thing: macOS no longer asks you to confirm the launch via “Settings → Privacy”. That demand comes not from a missing signature but from the “downloaded from the internet” mark the browser attaches. What the Studio downloads itself has no mark — so there is no question
Version 1.6.0 · 26.08.2026
- Every command the agent runs is now fully visible: the chat shows a short line with the gist — which command, which file, which query — and clicking it expands the details. A file edit shows before and after, a command shows the whole script, a search shows the query; there is a copy button next to it. Previously this was a bare “🔧 Bash”, and there was no way to tell what the agent had been doing for a minute
- Chat settings got an “Allow everything automatically” switch: the agent edits files and runs commands without asking. The flag belongs to a single chat — turning it on for Claude Code in this game affects neither the terminal next to it nor another game. Every such permission appears in the chat as its own line, an open padlock shows next to the chat title, and turning it on answers the questions already waiting
Version 1.5.1 · 26.08.2026
- New versions reach the download page again. The channel the site and the app take builds from had been stuck on an old version for months, pointing at files that no longer existed; now every released version lands there
- The macOS build is back on the page — it was a version behind
- Old builds no longer pile up: only the current version stays in the channel. Before the cleanup there were 25 files taking 800 megabytes, including builds from two renames ago
Version 1.5.0 · 25.08.2026
- The agent no longer freezes on a blocked command. Hitting one it may not run, it now asks — a card appears in the chat with the command itself and «Allow», «Always» and «Deny» buttons. Such a question used to go nowhere and the turn stood still until a restart
- Chats open instantly and offline: the conversation and the chat list live in a database next to the game. Switching between tasks and chats no longer re-reads everything from the server, and on a bad connection you see your chats, not an empty screen
- Select any part of the conversation, press the right mouse button — and it becomes a task: the text is filled in, you only edit and save it
- A new version is announced by a green button at the top right — it opens the Zloy Studio page on the site
- The game icon can now be set straight from the agent: it sends the picture itself rather than a path to it, so there is nothing to wait for
- Platform choice is gone from the game settings: the platform does not build store packages, and promising that build was dishonest
Version 1.4.0 · 21.08.2026
- A game now remembers its own repository. Open the project on another computer and the address is already there: press “Connect and fetch history”, and the work from the first machine arrives. No more hunting for the link
- Your GitHub token still never leaves your device. An address with a token visible inside it the Studio refuses to save, and says so plainly
- The Studio stopped heating the CPU while doing nothing. Waiting for the agent, a running download and an open chat no longer make the app redraw itself dozens of times per second
- Chats open more smoothly: message markup is parsed once instead of being reparsed on every agent event
Version 1.3.0 · 17.08.2026
- The chat opens instantly: the last page of the conversation is kept on your device and shown before the server answers. That pause used to look like lost history
- Agent skills store: 87 ready-made Claude Code skills, 30 of them about gamedev. Install, disable or update in a couple of clicks; the catalogue comes from vibecoder.1147.org
- The «could not load history» message now has a Refresh button. One failed request used to mean leaving the chat and coming back
- Change log in Zloy Data: who edited which row by hand and when — in both the sandbox and production
Version 1.2.0 · 16.08.2026
- The studio became a desktop tool for developers: the catalogue, feed, profile, friends and playing other people's games moved to zloy.net, and only development stayed in the client
- Every game on the platform is now JavaScript: a new project's starter builds with no dependencies at all, so the first build works on a clean machine with no internet
- You build the game yourself with one command and only the finished result is uploaded — the build queue, Docker and waiting in line are gone
- The “Update” button now stays in the navigation until the new version is installed: previously only a startup banner mentioned it, and a dismissed banner never came back
- The studio re-checks for updates every few hours — left open for days, it learns about a new version without a restart
- After installing a new version a “What's new” window shows this very list
- The “Sign out” button moved into settings — it used to live on the profile screen
- Android and iOS builds are no longer published: the studio runs on macOS, Windows and Linux
Version 1.1.0 · 12.08.2026
- Zloy Data: the rows your game wrote into the backend cubes are now visible and editable straight from the studio
- Zloy Stats: backend load for your game — spikes, response times and a breakdown by cube
- Storage now measures used space and warns you as a game approaches its quota