The AI operating system
for game studios.

Studios are onboarded in batches. Or talk to us and skip the queue.

Step up. Pick your machine.

The AI operating system
for game studios.

"Build this with the storytellers. Not on top of them."Jeffrey Katzenberg - DreamWorks co-founder, WndrCo

The stack
The AI Operating System for Game Studios

Anyone can build a game now.
Running it live is the hard part.

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.

The whole business, agent-run

You make the game.
We give you the whole business.

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.

Build

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.

Ship

Build and ship like a studio

Your coding agents build it, tracked and managed like a real team - project loop, infra and uptime, all in one place.

Run

The business admin, handled

Invoicing, tax, CRM, bookings and AI-note meetings - the back-office of a real games business, run for you.

Sell

Sell direct, keep your players

Your own branded shop per game - physical merch and digital, direct to players - rolling up into one tyga.games marketplace.

Grow

Reach the players who buy

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 business
Who it's for

Built for studios with live titles

The 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.

You've launched a game or two

Your titles are live on Steam or mobile. They deserve a live business behind them, not a launch-day peak and a slow fade.

Revenue, but no capacity

Money comes in, but nobody is free to run liveops, the store, the books and player support. That is the team the OS replaces.

Growing without hiring

You want the next launch and the back catalogue both growing - without a ten-person operations payroll to get there.

See it running

The OS is live right now

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 →

Why agents run the OS

Because the studios that ship fastest will be the ones whose agents do the shipping.

01

Build faster

Your agents write game code against agent-native APIs - provisioning, SDKs and docs designed for machines first.

02

Operate cheaper

Agents run liveops: events, economy tuning, player support - every layer of the OS is built to be operated this way.

03

Never alone

Agents monitor, fix and file bugs around the clock in Buggazi - the same loop that keeps our stack live.

Agents at work

What the agents did this week

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.

Shipped

Agents built, reviewed and deployed new builds across the stack - every deploy versioned and smoke-tested, from commit to live.

Fixed

Agents filed, triaged and closed bugs in Buggazi around the clock - the same PM loop that keeps the OS itself live.

Watched

Agents monitored uptime, realtime traffic and player-facing services - and raised their own tickets when anything drifted.

From the founder

He called the last platform shift.
He's building the OS for this one.

Act one - the App Store shift

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.

Act two - the AI shift

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 Grow pillar

We don't buy your discovery. We engineer it.

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 by default

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.

An instrumented wishlist loop

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.

Agents run the free playbook

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.

Get your studio on the OS.

Bring your live titles and see what your agents can run.

Talk to us →