Where the internet comes to play.

Joined July 2022
Introducing Astrocade MCP. Turn your AI agents into a game studio: > Build bigger games with frontier models like GPT-6.1 Sol and Opus 5.5 > Publish to millions of players on Astrocade > Go viral and earn from your content Try it now: astrocade.com/create/mcp?utm…
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This creator just built a police chase through Monaco with the Astrocade MCP🚔 - outrun cops, choppers, and roadblocks - pull of a jewelry heist, escape by boat - map is 1:1 with the city And it’s going live to millions of players on Astrocade.
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Your next viral game begins with powerful insights. Introducing Astrocade Creator Analytics. > See how your games are performing > Understand what resonates with your players > Use what you learn to shape what you build next Build your next hit: astrocade.com/?utm_source=x&…
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Astrocade just hit 10 MILLION monthly active players. To every creator who's made something and every player who's hit play, thank you for being part of this. We've got some big things coming in the next few weeks. Stay tuned!
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Astrocade retweeted
Replying to @PlayAstrocade
@playastrocade just hit 10 million monthly players! People are making everything from merge games and shooters to "Get Ready With Me" and cake-decorating experiences. There’s something for everyone, and it’s all made by our creators! Most have no coding or technical experience, and some are already earning five figures a year from what they make on Astrocade. Find your audience on Astrocade and make something the internet wants to play!
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Astrocade retweeted
Astrocade is building the first model trained on fun. We call it the Experience Model. Historically, games have been built to cater to millions of people at once. So every game is a compromise between what different players actually want. But what if every game you played could feel like it was made just for you? Our Experience Model learns what makes players tick through trillions of interactions across thousands of experiences. The goal is to understand what you love and deliver experiences tailored to your interests. My brother/cofounder @sadeghian_ali and I sat down with @asoroken to talk about why the next great leap in entertainment will be games and playables that get better at understanding you.
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Astrocade retweeted
About a week ago, I interviewed with @Vibecode_game, which YGG(@YieldGuild) powers. It was a fun experience as we discussed my success as an Astrocade ambassador. Read the full story below to learn about my experience becoming Astrocade’s top creator, reaching over 30 million plays in seven months through my phone below: vibecode.game/blog/from-wish… After reading my story, if you’d like to become a part of Astrocade’s Creator Program and explore opportunities to earn as a creator, comment below! —— @_amirabs @PlayAstrocade @sadeghian_ali @alexmmmmichael @manvithamadem #MadeOnAstrocade #Astrocade #AIGames #VibeCoding #GameDev #IndieDev #IndieGames #GameDevelopment #Gaming
Can you actually generate a steady, meaningful income by typing text prompts from your phone? Out today on vibecode.game, "From Wishes to Earnings" sits down with Erika Zucker, a creative who transformed sheer curiosity into a 30-million-play portfolio by leveraging AI-native game platforms. 📜 Here are the key article takeaways: -Sideways industry entry: Without a traditional coding background, Erika leveraged basic animation knowledge and rigorous platform academy courses to master lazy-loading, optimization, and prompt-based design. -Mobile-first workflows: Nearly all of her 600 published games were built entirely on a smartphone, utilizing built-in UI sliders and saved prompt libraries to bypass the need for expensive desktop workstations. -Algorithmic retention metrics: Sustained discovery relies heavily on median play duration; titles that hold players past the initial 30-second window unlock massive viral growth through algorithmic curation. -Real creator monetization: By retaining players and hitting significant play milestones, creators unlock dedicated economy bonuses, transforming weekend experiments into consistent revenue streams averaging up to $3,000 a month. 👉 Read the full story here: vibecode.game/blog/from-wish…
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Introducing "Build step-by-step" for game creation. This makes it: > Faster to create games > Easier to iterate > More accurate Describe the game you want. Astra turns it into a clear task list that builds itself, one step at a time.
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Introducing Safe Mode. Editing a game that keeps crashing? Now you can keep making wishes and editing your code even when the game or editor is in an error state. Available on desktop & mobile.
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But the player reaching the mate isn't the only way to win! What if the mate can be brought to the player? That's where my ice-melting heat ray comes into play! astrocade.com/games/penguin-… Now we're cooking. But we can go wilder!
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Astrocade retweeted
This project pushed me further than any game I've ever built on @PlayAstrocade... and somehow it ended up winning 1st place in the Toy Jam! 🏆 Well... quite a few of you have asked how I managed to bring this wooden marble machine to life. So here's the full story. When the Toy Jam was announced, I spent a long time discussing ideas with ChatGPT after giving it the jam description and several reference games. Eventually I decided I wanted to build a detailed wooden marble machine where players could simply enjoy watching marbles travel through an intricate mechanical track. At first I tried letting AI procedurally generate everything, but I quickly realized the level of detail I wanted simply wasn't achievable that way. So I searched for a high-quality 3D asset and eventually bought a beautiful wooden marble machine made for @Blender There was just one problem... I had absolutely zero Blender experience. By the end of this project, I'd accidentally learned far more Blender than I ever expected to. 😂 Even worse, when I opened the asset, it wasn't fully assembled. Every section had to be manually put together. I later connected both Codex and Claude Code to Blender through MCP hoping they could assemble it for me, but the tiny precision adjustments were simply too difficult for AI. After many failed attempts, I spent around 10 hours assembling everything by hand. Once the model was finally complete, I thought the hard part was over. It wasn't. The next challenge was getting Blender's physics into Astrocade's @threejs engine. Blender's rigid body physics doesn't automatically transfer to Three.js, so I asked Claude Code to inspect the Blender setup and recreate everything using Cannon physics. Claude Code even collaborated with Codex (through my agent setup) for several hours before confidently telling me the physics was complete. I loaded the game... The marble immediately fell straight through the track. There was no collision at all. At that point I honestly thought about giving up. I figured this simply wasn't something AI could solve, and I definitely didn't know enough to solve it myself. Before giving up, I asked Claude Code to search the web for alternatives. It found one. Instead of Cannon, we switched everything to Rapier physics. I had never even heard of Rapier before, but we rebuilt the physics anyway. The moment I pressed Play... The marbles finally rolled all the way down the track. I literally jumped out of my chair and yelled. My daughters thought I'd completely lost my mind. 😂 By then I'd already spent around 20 hours, and I still wasn't done. Three major problems remained: - The marbles got stuck or fell off parts of the track. - The balancing switch at the top didn't behave like a real weighted seesaw. - The spinning wheels had no working physics. Each one could completely ruin the experience. The seesaw was especially difficult. AI kept implementing trigger-based logic instead of true weight-based movement, causing jams or launching marbles across the map. I eventually went back into Blender, manually demonstrated every possible rotation, explained exactly how the mechanism worked, and essentially taught the AI like I was teaching a child. After several more hours, it finally understood. To stop marbles getting stuck, I added a tiny forward force so they could push themselves through difficult spots. That fixed most issues, but a few locations still caused problems. Using the Astrocade editor, I built invisible guide geometry to prevent jams and keep marbles safely on the track. That solved almost all remaining issues. The spinning wheels required another trip back into Blender and another long round of teaching Claude Code how the mechanism should move before they finally worked correctly. Even after all that, I still wasn't satisfied. Watching everything from a fixed top-down camera felt boring, so I wanted a cinematic camera that followed individual marbles while intelligently staying outside the geometry. Astrocade alone couldn't produce that behavior, so Claude Code helped build a custom solution. Looking back, this project taught me something important. Every time I thought I'd reached a dead end, there was another solution waiting to be discovered. AI didn't magically solve every problem. Sometimes it failed spectacularly. But by working together with it, learning new tools, and refusing to quit, I eventually built something I honestly didn't think was possible when I started. If I could improve one thing today... It isn't the game. It's my own resilience. Every day I learn something new from AI. As long as I keep learning and refuse to give up, I know I can build things that seemed impossible yesterday. That's probably the biggest lesson Marble Gearbox taught me. Sometimes the biggest upgrade isn't the game. It's the developer building it. #PlayAstrocade #gamedev #indiedev #buildinpublic #AI #AITools #vibecoding #threejs #blender #webgamedev #physics #MarbleRun
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Your game is one asset tweak away from looking pro. Starting today you can edit, modify, and glam up any single asset in your game, including audio and animation, right in the Media tab. Take your game to the next level.
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