Bring your game to life
NPCs that remember every player, realtime multiplayer and liveops - the live-service tech that turns a build into a living game.
"Build this with the storytellers. Not on top of them."Jeffrey Katzenberg - DreamWorks co-founder, WndrCo
That gap is the OS. Your coding agents do not stop at a playable build - they operate the whole live service: NPCs that remember every player, realtime multiplayer, liveops, monitoring and the PM loop that ships it. Built by agents. Run by agents.
And you didn't just make a game - you started a business. The store, the books, the bookings, the growth: the OS runs the entire company around your game, already working, owned by you.
Anyone can build a game now. Running it as a live business is the hard part. So we hand you the entire lifecycle - build it, run it and sell it - every piece already working and run by your agents.
NPCs that remember every player, realtime multiplayer and liveops - the live-service tech that turns a build into a living game.
Your coding agents build it, tracked and managed like a real team - project loop, infra and uptime, all in one place.
Invoicing, tax, CRM, bookings and AI-note meetings - the back-office of a real games business, run for you.
Your own branded shop per game - physical merch and digital, direct to players - rolling up into one tyga.games marketplace.
Connect direct with the influencers who own the eyeballs. Cut your own referral deals - they drive the sales and take a direct, tracked cut.
One studio. One AI portal. The whole business, already running for you.
Every layer built and owned by tyga.games - no middleman renting you your own businessThe OS is not for someday-studios. It is for the ones whose games are already out - and who cannot hire the team those games now deserve.
Your titles are live on Steam or mobile. They deserve a live business behind them, not a launch-day peak and a slow fade.
Money comes in, but nobody is free to run liveops, the store, the books and player support. That is the team the OS replaces.
You want the next launch and the back catalogue both growing - without a ten-person operations payroll to get there.
This site, our first-party titles and every layer behind them run on the same OS we hand you. Open the live stack map and walk the layers yourself.
Open the live stack map →Because the studios that ship fastest will be the ones whose agents do the shipping.
Your agents write game code against agent-native APIs - provisioning, SDKs and docs designed for machines first.
Agents run liveops: events, economy tuning, player support - every layer of the OS is built to be operated this way.
Agents monitor, fix and file bugs around the clock in Buggazi - the same loop that keeps our stack live.
The OS is not a demo. Our own first-party studio runs on it all week, every week - the same loop every studio on the OS gets.
Agents built, reviewed and deployed new builds across the stack - every deploy versioned and smoke-tested, from commit to live.
Agents filed, triaged and closed bugs in Buggazi around the clock - the same PM loop that keeps the OS itself live.
Agents monitored uptime, realtime traffic and player-facing services - and raised their own tickets when anything drifted.
Co-founded Chillingo - the company that championed indie developers and brought Angry Birds and Cut the Rope to the world. The bet: the App Store shift would let tiny teams beat big studios, if someone championed them. It was right. Acquired by Electronic Arts.
This shift is bigger than the App Store: tiny teams plus agents beat studios of 100. Chillingo gave indies polish, reach and a champion; tyga.games gives them the operating system for the whole business - run by their own agents. Same playbook, new platform shift, run by someone who executed it the first time.
The median Steam game earns about $1,136, ever, and almost two in three finish with under ten reviews. The old fix was a marketing budget. Ours is structural, and it runs on the same agent-first stack that builds your game.
Co-op is 6% of Steam releases but 36% of units sold: one player invites a friend, and both wishlist. We make friend-invite and drop-in co-op near-free on every game, built on OddSockets and Cacheroo, so reach is welded into the game, not bolted on.
Steam now rewards the store page that converts visits to wishlists, not the one with the most impressions. We measure that conversion with SocialGraffa and Analyga, and agents test the capsule, tags and demo until it climbs.
Two hundred players who love your genre beat two thousand random sign-ups. Your agents run that grind per title: targeted community seeding, demo-gated launches and build-in-public, tirelessly, at zero media spend.