Autonomous Game Architect
Game Architect
Constructs and maintains scene graph hierarchies, lifecycle components, and deterministic parent-child entity trees without memory leaks.
v0.1.5 is out · Godot 4.3 / Unity 6 / WebGPU
The multi-agent AI engine built for indie creators and studios. Five specialized agents architect canonical scene trees, synthesize type-safe GDScript and C#, and run headless physics verification in isolated microVMs.
No credit card · 50,000 free tokens · Read the technical spec (PRD) →
Start from a genre
Changes show up in under 100ms. Fix things while you play.
Unlike generic AI coding assistants that generate untyped hallucinated snippets, Linden coordinates five specialized agents operating in parallel on strict Godot and Unity scene graph contracts.
Game Architect
Constructs and maintains scene graph hierarchies, lifecycle components, and deterministic parent-child entity trees without memory leaks.
Real-time Programmer
Synthesizes strict, type-safe GDScript, C#, and Rust bindings. Integrates delta-time physics hooks and compiles live into WebAssembly runtimes.
Technical Artist
Generates pixel-perfect 2D auto-tilemaps, normal maps, GPU particle systems, and customizable fragment/vertex shaders for target hardware.
QA & Physics Tester
Runs headless accelerated collision trials to detect clipping glitches, unachievable platform jumps, frame jitter, and memory fragmentation before you export.
Level & Biome Synthesizer
Translates dynamic prose into cohesive level designs with strategic enemy density, ambient atmospheric lighting, sound trigger volumes, and loot curve balancing.
You're always the director. Step in at any stage — if something feels off, one sentence fixes it.
System Pipelines & Sandboxing
01 · Raft consensus
Before any code is committed, all five agents must reach a voting quorum. The Architect verifies node hierarchy validity, the Programmer checks static typing, the Artist guarantees shader compilation, and the QA Tester validates 0 NaN collision vectors.
QUORUM STATUS: 5/5 APPROVED
02 · AST hot-reload
Surgically injects or modifies functions at the Abstract Syntax Tree (AST) node level without overwriting existing custom code or resetting the active game state.
AST Transpile 18.4ms · WASM Swap 7.8ms
03 · Firecracker microVM
Generated code and game simulations execute inside ephemeral microVMs with strict hardware isolation, 1024 MB VRAM ceilings, and zero raw socket leakage.
1024 MB VRAM · 2 vCPU Cores · Network Sockets Blocked
04 · Multi-platform
Export production-ready source trees: Godot 4.3+ .tscn and .tres scenes, Unity 6 C# MonoBehaviours and URP prefabs, or lightweight WebGPU WASM bundles under 12 MB for immediate web play.
Windows .exe · Linux AppImage · macOS Universal

"Create a fast-paced neo-Mars stealth platformer with directional hacking beams and robotic guard surveillance."

"A frog knight explores a sunken time-loop swamp. Add tongue-grapple swing physics and glowing water puzzles."

"Top-down hyperspace drift shooter with modular laser upgrades and procedurally warped asteroid arenas."
Experience deterministic game generation. 50,000 free compute tokens included. No seat licenses, 100% royalty-free commercial rights.