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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

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Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

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2,653 Commits

Folders and files

NameName
Last commit message
Last commit date

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DevGame

DevGame is a fork of T3 Code, built by T3 Tools, Inc. and MIT-licensed.

Almost everything that makes this application work was written by them — the agent harness, the terminal, checkpointing, source control, device pairing, and all four client apps. We specialised it for game development; we did not build it. Full credit, and what we actually added, in ATTRIBUTION.md.

If you want the general-purpose agent harness rather than the game-dev one, use T3 Code — it is the better tool for that job and it is where this came from.

T3 Code (below) is an "agent harness control surface". It enables control of the agents on your machine with a best-in-class mobile app (iOS, Android), web app and Electron-based desktop app. Those store listings and hosted apps are T3 Code's, not DevGame's — DevGame today ships as a desktop app you download or build yourself; see Installation below.

Works with your subscriptions on Claude Code, Codex, Cursor, Grok Build, and OpenCode. If they're set up on your computer, DevGame can control them.

"Wait, what are you selling me?"

Nothing. We built T3 Code because we wanted the best possible development experience with agents. We were inspired by existing solutions like the Codex desktop app, Conductor, Claude Desktop and Cursor Glass, but none met our bar.

We wanted something performant, remote-ready, and truly open. If we ever go the wrong direction, we want you to have everything you need to fork and build the editor that you want.

Installation

Warning

DevGame currently supports Codex, Claude, Cursor, Grok Build and OpenCode. Install and authenticate at least one provider before use:

Download

Grab the latest build from GitHub Releases.

Note

The released macOS build is code-signed (Developer ID) and notarized by Apple — it opens like any normal download, no security warnings. (Only self-built binaries are unsigned; the build guide covers the one-time right-click-Open for those.)

Build from source

There's no package registry install yet — build the desktop app or run the dev server yourself. See docs/user/build-from-source.md for the full walkthrough (prerequisites, vp i, dev run, and packaging a desktop artifact).

Game features setup (Unity)

The Unity integration (Play/Stop, selection chips, one-click Setup Integrations) needs Unity's own official CLI on your machine, in addition to Unity Editor via Unity Hub:

brew install --cask unity-cli

(macOS; see Unity's own CLI docs for other platforms.) No Unity sign-in is needed for this — Setup Integrations works with a signed-out CLI (verified against a clean identity). Without the CLI installed, the Setup Integrations button in the engine toolbar does not appear. With it installed, open a Unity project as your DevGame project and click Setup Integrations — it installs Unity's own com.unity.pipeline package plus our bundled com.devgame.editor-presence package into the project and pairs them automatically.

Some notes

We are very very early in this project. Expect bugs.

We are (mostly) not accepting contributions yet. Small fixes may be considered. Big features will not be.

Documentation

Full docs live in docs/. There's no docs site yet.

Building from source? Start at docs/user/build-from-source.md. For the architecture behind it, see docs/internals/overview.md.

If you REALLY want to contribute still.... read this first

The canonical build walkthrough lives at docs/user/build-from-source.md; the steps below are the short version.

Install vp

DevGame uses Vite+ so you'll need to install the global vp command-line tool.

macOS / Linux

curl -fsSL https://vite.plus | bash

Windows

irm https://vite.plus/ps1 | iex

Checkout their getting started guide for more information: https://viteplus.dev/guide/

Install dependencies

vp i

Read CONTRIBUTING.md before opening an issue or PR.

Need support? Join the Discord.

About

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages