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.
Product
Hosting, multiplayer, distribution, agents, and the SDK — one plugin, one page. Jump to a section or read the whole path.
Product / Hosting
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
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.
rel_08Live · scanned · isolatedrel_07Previous · keptrel_06Previous · keptrel_03Blocked · failed reviewWhat you get
01 / Private previews
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
Finished builds are stored and served as static game files. You do not stand up a CDN, bucket, or deploy pipeline.
03 / Fail closed
Inline scripts, remote fonts, forms, and invented backends are rejected. The playable URL only exists after the build passes.
Product / Multiplayer
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
01 / Rooms
Host-authoritative rooms with presence, late join, and a snapshot when someone reconnects.
02 / Invites
Share an invite. Friends land in the same room without you running matchmaking yourself.
03 / Matchmaking
Fill a lobby or a team. The runtime creates the same authoritative room type either way.
04 / Shared state
Casual and unranked play. The host owns the truth; clients do not invent a second backend.
Trust model
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.
Product / Distribution
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
01 / Layer 1 · Hosting + multiplayer
Unfinished games are welcome. Keep the project private or unlisted, share a play invite, and replace the live release whenever you want.
02 / Layer 2 · Catalog
When the game is ready, submit it for review. Loki checks safety and compatibility. Creative completeness stays yours.
Where games land
Players browse live games at play.lokiplay.cc ↗
Public · Versus
A catalog card is just a reviewed Layer 1 game.
Public · Versus
Same playable URL. A public page in front of it.
Public · Versus
Players keep one Loki identity across games.
Product / Agents
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
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.
/agentsCanonical integration rules/mcpConnect Loki as an MCP server/llms.txtShort product summary/llms-full.txtEvery doc in one fileHow the desk works
01 / Project prompt
The creator desk gives the agent the SDK version, login command, and the rules that keep the game on Loki.
02 / Device login
The CLI opens a browser code. You sign in and approve the terminal. The agent never asks for a secret.
03 / Validate + deploy
The same checks the CLI runs are the checks the agent must pass. A blocked build never becomes a playable URL.
Product / SDK
The JavaScript SDK is the production client for browser games. Unity, Swift, and Kotlin speak the same protocol as they land.
npm i @lokiplay/sdkInstall the clientcreateRoom()Host a roomjoinRoom({ inviteCode })Join with an invitecreateSynchronizedRoom()Keep clients in lockstepClients
Available now
The reference client for hosted browser games. Rooms, reconnect, overlay binding, and the playable-page bridge.
Coming
The same protocol, for games that leave the browser. Ships against the shared conformance fixtures.
Coming
iOS and native Apple clients join the same Loki rooms as a browser build.
Coming
Android and JVM clients use the same invite codes, presence, and snapshots.
One plugin. Zero infrastructure sprawl.
Start free with private hosting, add multiplayer when you need it, and go public only when you are ready.