You describe. They build. You play and decide. Everything happens on your machine, using whichever AI you plug in, subscription or API.
The intake asks what a producer would ask. Genre, scope, references, how it should feel. Plain words are enough.
Card by card, on a roadmap that runs itself. Sprints open when the last one closes. Every build lands in git.
Play each build. Feedback goes to the producer, bugs go to QA, and the calls only you can make wait on your desk.
Having worked at some of the top game studios over the years I have learned the right, and the wrong, ways to build engaging video games. With vibe coding anyone can now make the games they have always dreamed of, but I found that making real games, with depth and the ability to engage users, still requires game design and game development skill sets. Secret Studio provides the development cycle framework needed to ship games and not just build shoddy prototypes.
The biggest mistake in game development is choosing the wrong game to make. Secret Studio makes sure your concept is developed properly, and pulls no punches when evaluating it.
Bring your own game design document, just a concept, or simply brainstorm a new idea with the Game Designer. Twelve questions later, you greenlight a game the team can actually ship.
The team posts pictures and three-second clips of the game as it comes together. New art, a boss, a working feature, a funny bug. The community manager resets the feed each stage.
The posts shown here are examples of what the team publishes to the feed during a real project.
The game plan covers ideation to post-launch. The producer asks you only the questions only you can answer. Documents write themselves as the plan advances: GDD, art bible, test plan, store page, legal, marketing kit, patch notes.

Slow Burn, Working Day, Crunch. Change it any time from the pace dial.
Set a ceiling. The studio warns you before it gets there and pauses if it does.
Plug in any AI, subscription or API. The estimated cost is shown for scale. The studio never bills on its own.
Producer, game designer, lead programmer, art director, sound designer, QA, community manager and more. At desks when they work, on couches when they rest. Icons over their heads tell you what each one is doing.
Godot, Unity, Unreal and the web. Art, audio and technical tools connect when you have them, and the studio shows you what is installed and what still needs a key.
Godot 4, Unity, Unreal, Three.js
SpriteCook, ComfyUI, Meshy, Tripo, Aseprite, Blender
ElevenLabs, Suno, Freesound, SoundBoost
Git, GitHub, FFmpeg
| No. | Requirement | Remark |
|---|---|---|
| 01 | A Mac or Windows PC | macOS 13 or later, or Windows 10 and up |
| 02 | AI source | Any provider. A subscription you already pay for, or an API key |
| 03 | Git | Every build lands in history |
The app's first-run doctor checks each one and shows the fix.
Yes. A Godot or Unity project in a folder you own, with full git history.
No. The team writes it. You can read the code any time.
The app price, plus whatever AI you plug in. The studio never bills on its own.
Godot 4, Unity 2022 LTS or newer, Unreal and Three.js.
Both. One license covers either.
Yes. Drop them in the uploads shelf and the art director takes it from there.
One license for the app, Mac or Windows. Plug in the AI you already pay for. Updates included.
One mail per release. Nothing else.
Customized bots, AI models, useful apps and tools, and an idle game that lets you earn currency to pay your staff. Your studio's companion, in your pocket.
Customized bots with a room, a bio and a job.
Models, notes, scanners, captures and files.
An idle game. Loot pays your staff.
Socialize, take quests, hire new staff.