Forge Get it on Fab

The peak of game development.

Forge connects the Claude Code or Codex plan you already have to Unreal Engine and Unity. Your agent builds inside the editor, playtests what it made, and keeps working through crashes and restarts while you're away.

Unreal Engine 5.6 · 5.7 · 5.8No extra AI billWindows 10 / 11v1.3.27
The Forge dashboard: four game projects with editors, working agents and a question waiting (demo data)
Works withClaude CodeCodexUnreal Engine 5.6 / 5.8Unity 2022.3+

Why Forge instead of just Claude or Codex?

Claude or Codex is the brain. Forge gives it hands inside your game engine, and keeps it working while you're away.

What Claude Code or Codex can do on its own, compared with Claude Code or Codex running through Forge
Job Claude Code or Codex alone With Forge
Work in the editor
Reads and writes files on disk. Can't see or drive the open editor.
350+ Unreal and 300+ Unity editor commands: Blueprints, levels, materials, UMG, Niagara, animation.
Test the game
Can't press Play or see what happens.
Plays it in PIE or Play mode with simulated player input, screenshots and multiplayer sessions.
Know it's done
Reports “done” when it thinks it is.
Checks the work: compile, save, playtest and screenshot before a scheduled step moves on.
Crashes, dialogs, C++
The run stalls until you're back to restart, click or rebuild.
Restarts the crashed editor, closes the dialog nobody answered, rebuilds C++ and lets the agent carry on.
Stopping halfway
Ends on “Should I continue?” or a usage limit.
Work until done keeps it going to the end of the task, and waits out usage limits.
Overnight work
One prompt at a time, in a terminal you watch.
Schedule a sequence of steps for now, later or every day. One blocked step is skipped, not the whole night.
Several games
A terminal and an editor to juggle per project.
One dashboard for every project, and Send to many for the same task in several games.
Your AI bill
Your Claude or ChatGPT plan.
The same plan. Forge adds no AI bill, and Token saver makes the plan go further.

Hands inside Unreal and Unity.

Forge installs its own editor plugin in each project with one click, Install or Update Forge. Your agent gets the engine's real tools, and you get a Forge chat panel right in the editor, whether Forge Desktop is open or not.

Forge running in a native Unreal Engine tab, with saved sessions, a chat composer, and agent, model and effort controls
The Forge tab in Unreal Engine 5.8.3.
The Forge chat panel docked narrow in Unity, with example prompts and Claude Code, model and effort pickers
Window › Forge in Unity 6000.5.
Blueprints and gameplay
Build and wire Blueprint graphs, components, Enhanced Input and behavior trees, then compile and validate.
Levels from a description
Declarative blockouts: walls, rooms and openings in centimetres become joined geometry, checked for gaps and player clearance.
Look and feel
Materials, UMG interfaces, Niagara effects and animation Blueprints, checked in the running game, not just in the graph.
Playtests that play
PIE and Play mode driven with simulated keys, mouse and gamepad, with assertions and screenshots of what actually happened.
Multiplayer testing
Unreal clients as separate game processes for EOS and Steam, and Unity Multiplayer Play Mode.
Guard rails
A script safety check reviews agent-written Python and C# before it runs. When the agent needs a fresh editor, Forge saves and restarts it.

Unreal Engine 5.6 or 5.8, Unity 2022.3 or newer. Needs the Claude Code or Codex CLI with your own Claude or ChatGPT account. The editor plugin only listens on your own PC. Plugin help

Built by an agent through Forge.

Real stills from five Unreal 5.8 tasks: a level, an effect, a material, a HUD and a character playtest. Each was judged from the saved assets and the running game, not from the agent's word.

  • A courtyard blockout with perimeter walls, four gates and a lit central plinth
    Level blockoutWalls, gates, plinth
  • A Niagara effect with a warm orange core and a ring of cyan halo particles
    Niagara effectCore and halo
  • A plane with an animated cyan grid material and a moving orange emissive band
    MaterialAnimated emissive grid
  • A Signal Relay UMG panel with three channel bars and a Boost button, shown in play
    UMG widgetFade-in HUD panel
  • The Manny sample character mid-jump during a playtest
    Animation BlueprintJump, in a playtest
5 of 5 passed in 22 min.
NeoStack's published run: 3 of 5 in 36 min.

A field note, not a controlled comparison. These are our reconstructions of the tasks described in NeoStack's published UE 5.8 benchmark, run once with Codex in a scratch project and judged by us; their original prompts, harness and model were not available, and the runs were two months apart. Manny is Epic Games sample content and does not ship with Forge.

Keeps working while you're away.

Queue the night's work, go to bed, read the report in the morning. Here is what Forge handles so the run doesn't stop at the first problem.

You queue the work
Schedule runs a sequence of steps now, at a set time or every day. Each step has its own model, effort, Fast and images, and can check it compiles, playtest, take a screenshot or commit when it's done.
The agent stops halfway
Work until done answers “should I continue?” with “keep going” until the agent says the whole task is finished, and gives a reported blocker one push to work around it.
The editor crashes
Forge restarts it and the agent carries on. Only a real crash counts: an editor you close yourself stays closed.
A dialog blocks the editor
Forge tells you in the chat and on your phone. If nobody answers in time, it closes the dialog like Cancel and the agent does it another way.
C++ needs a rebuild
Forge saves, closes the editor, builds (out-of-date engine plugins too), reopens it and hands the agent any compile errors.
The agent needs a fresh editor
It asks, and Forge saves everything and restarts the editor. Nothing unsaved is ever force-closed.
A step is blocked on you
It gets one more try, then it's skipped with a notice and the next step runs.
Limits, errors, reboots
Usage limits are waited out, connection errors retried, a stuck agent restarted, and work cut off by a Windows restart resumes on its own.
The chat gets long
Continue in a new chat opens a fresh one with the same settings and a short handoff: requests, plan, last messages, files changed.
You wake up
While you were away lists what got done, failed, recovered or waits for you. Short status pings reach your phone through ntfy or Discord.

Finished work reaches your team.

Forge Version Control is an optional companion app for teams on Azure DevOps, built for game projects. Forge installs it from its Version Control tab and tells you when an update is ready: one click, never in the middle of a send.

Push to team
One button at the bottom of any chat. The agent writes the commit message, checks the project still compiles, and Forge Version Control commits and pushes.
Auto-send
Per project: Off, Schedules only or Every task. Work is only sent once it compiles, so the overnight run lands in the repo by morning.
Made for game files
Git LFS with rules that know Unity and Unreal, so big scenes, textures and audio go where they belong before the first send.
Never forced
Conflicts and sign-ins stay in Forge Version Control for you to handle. Forge never resolves a conflict or force-pushes.

See what it costs. Spend less of it.

Forge runs on your Claude or ChatGPT subscription and shows exactly where it goes, read from the logs on your PC.

Plan limits
Your session and weekly windows, with a forecast of when this pace runs out and when it resets.
Usage dashboard
What every Claude Code and Codex session would cost on the API: tokens, cache savings, by model, day or project.
Token saver
Safe condenses shell output with rtk and keeps reads small, same results. Max also compacts earlier. Off works like the CLIs alone.
Speed or depth
Fast per chat or step for quicker answers. Ultra for Codex and Ultracode for Claude when a task needs everything.

Your work stays yours.

Forge takes a restore point before every agent turn, in its own store, outside your git history. Didn't like the result? One click puts the files back.

  • Review changes file by file, with Unity scenes and prefabs as readable diffs.
  • One editor per project, so two copies never fight over the same files.
  • Permission requests are never auto-approved, even when nobody is there to answer.
  • No Forge account, no Forge telemetry. Usage is read from local logs, and phone pings carry status lines, never code or chat text.

Every game, one glance.

Forge finds your Unity and Unreal projects by itself. Each card shows the editor and what every agent is doing right now. Type into any card to send work.

Project cards: Grave Garden and Nightfall running with agents working, Ember Keep waiting for an answer (demo data)
Send to many
One prompt to several games in parallel, with a queue and a RAM guard so your PC stays responsive.
Recipes
Saved prompts for jobs you repeat. Built in: Status report, Fix compile & console errors, Commit my work, Playtest & bug report.
Notifications
A Windows notification and chime when an agent finishes, fails or needs you, plus your phone when you're away.
Window or Hidden
Editors open in a window by default. Pick Hidden to save RAM: Unreal runs headless, Unity on an invisible desktop.
Project journal
Forge notes what every finished task did, so the next chat already knows where the project stands.
Updates itself
New versions download in the background, and Update all Forge plugins keeps every project's editor plugin current.

Up and running in minutes.

1

Install Forge

Run the installer. From then on Forge keeps itself up to date.

2

Connect your AI

Sign in to Claude Code and/or Codex with the Claude or ChatGPT plan you already have.

3

Pick a game, give a task

Open your project, click Install Forge (close its editor when prompted), then give your agent a task.

Reach the peak.

Your agent, inside your engine, working while you sleep.

Unreal Engine 5.6 · 5.7 · 5.8Windows 10 / 11Needs Claude Code and/or Codex