Product

The whole path to play.

Hosting, multiplayer, distribution, agents, and the SDK — one plugin, one page. Jump to a section or read the whole path.

Product / Hosting

A home for every build.

Upload a finished browser game. Loki scans it, isolates it, and gives you a playable URL. Every release stays immutable—activation changes the live build, never the history.

From zip to playable link

No servers to babysit.

Loki is the hosting layer for vibe-coded games. You ship the client. We serve it globally, sandbox it from other games, and keep production multiplayer on the same URL.

Release recordImmutable
rel_08Live · scanned · isolated
rel_07Previous · kept
rel_06Previous · kept
rel_03Blocked · failed review

What you get

Built for games, not marketing sites.

01 / Private previews

Share before you publish.

Keep a project private or unlisted while you iterate. Friends can play from a link without listing the game in the catalog.

02 / Global delivery

Assets at the edge.

Finished builds are stored and served as static game files. You do not stand up a CDN, bucket, or deploy pipeline.

03 / Fail closed

Safety before the play button.

Inline scripts, remote fonts, forms, and invented backends are rejected. The playable URL only exists after the build passes.

Product / Multiplayer

Rooms without a server project.

Add rooms, invites, matchmaking, chat, shared state, and leaderboards through one SDK. Production play stays on Loki hosting—no leftover localhost server.

The multiplayer surface

What the SDK already speaks.

01 / Rooms

Create, join, leave.

Host-authoritative rooms with presence, late join, and a snapshot when someone reconnects.

02 / Invites

A code, not a server IP.

Share an invite. Friends land in the same room without you running matchmaking yourself.

03 / Matchmaking

Fill N, then start.

Fill a lobby or a team. The runtime creates the same authoritative room type either way.

04 / Shared state

Host writes. Everyone reads.

Casual and unranked play. The host owns the truth; clients do not invent a second backend.

Trust model

Built for friends, not ranked ladders.

Loki rooms are host-authoritative. That is the right fit for vibe-coded party games, puzzles, and co-op. It is not an anti-cheat layer for competitive rankings.

  • Reconnects restore the last snapshot
  • Host migration keeps the room alive
  • Identity is the same across every Loki game
  • Chat and private leaderboards stay on the room

Product / Distribution

Private first. Public when you mean it.

Layer 1 is a playable link for you and your friends. Layer 2 is a reviewed listing in the Loki catalog. You opt in only when the game is ready.

Two layers, one product

Discovery is optional.

01 / Layer 1 · Hosting + multiplayer

A link you control.

Unfinished games are welcome. Keep the project private or unlisted, share a play invite, and replace the live release whenever you want.

  • Private and unlisted play
  • Immutable releases
  • Rooms on the same Loki URL

02 / Layer 2 · Catalog

A page players can find.

When the game is ready, submit it for review. Loki checks safety and compatibility. Creative completeness stays yours.

  • Reviewed public listing
  • One playable catalog page
  • Tips and revenue share later

Where games land

The catalog is the front door.

Players browse live games at play.lokiplay.cc ↗

Public · Versus

Battleship

A catalog card is just a reviewed Layer 1 game.

Public · Versus

Pool

Same playable URL. A public page in front of it.

Public · Versus

Chess

Players keep one Loki identity across games.

Product / Agents

Built for the Agentic AI Era.

Cursor, Claude Code, and similar tools should not invent a backend. Loki gives them one package, one protocol, and one set of platform rules.

Canonical rules

One source. No invented servers.

Agents get the same instructions every time: install Loki, keep gameplay in the client, and deploy a finished build. They do not write a disposable server.js.

docs.lokiplay.ccFor humans and agents
/agentsCanonical integration rules
/mcpConnect Loki as an MCP server
/llms.txtShort product summary
/llms-full.txtEvery doc in one file

How the desk works

You approve. The agent implements.

01 / Project prompt

Exact steps, not vibes.

The creator desk gives the agent the SDK version, login command, and the rules that keep the game on Loki.

02 / Device login

No pasted tokens.

The CLI opens a browser code. You sign in and approve the terminal. The agent never asks for a secret.

03 / Validate + deploy

Fail before players see it.

The same checks the CLI runs are the checks the agent must pass. A blocked build never becomes a playable URL.

Product / SDK

One protocol. Four clients.

The JavaScript SDK is the production client for browser games. Unity, Swift, and Kotlin speak the same protocol as they land.

@lokiplay/sdkJavaScript
npm i @lokiplay/sdkInstall the client
createRoom()Host a room
joinRoom({ inviteCode })Join with an invite
createSynchronizedRoom()Keep clients in lockstep

Clients

Same rooms. Native wrappers later.

Available now

JavaScript

The reference client for hosted browser games. Rooms, reconnect, overlay binding, and the playable-page bridge.

Coming

Unity

The same protocol, for games that leave the browser. Ships against the shared conformance fixtures.

Coming

Swift

iOS and native Apple clients join the same Loki rooms as a browser build.

Coming

Kotlin

Android and JVM clients use the same invite codes, presence, and snapshots.

One plugin. Zero infrastructure sprawl.

Ship your game today.

Start free with private hosting, add multiplayer when you need it, and go public only when you are ready.