Paste one into Claude Code, Codex, or Cursor. Each covers setup, build, and
deploy — your agent hands back a link your friends can open. Edit the bracketed bits, or
don't: they work as-is.
The one from our homepage: point your agent at the game you're already
building (or describe a new one) and it comes back with a shareable link.
Use Antics to make my game multiplayer and host it (https://antics.gg).
If the Antics MCP is available, call get_docs before editing and use deploy_game when the game is ready. Otherwise, read https://antics.gg/llms.txt for the complete SDK and deployment guide.
The game: [point at the game you're building for me, or describe a new one — players, goal, controls].
Quality check before deploying: if the game uses a full-screen <canvas>, give it explicit CSS width/height (e.g. width:100%; height:100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap will break mouse/camera math on hi-DPI screens.
Integrate rooms + state sync (and a leaderboard if the game has scores), deploy it (a single HTML file or a multi-file project both work), and give me the playable link to share with friends.
Real-time arena shooter
Live projectiles, respawns, and a kill leaderboard — the genre that shows off
low-latency state sync. Play the result at
a live world like this one.
Build me a real-time multiplayer top-down arena shooter and deploy it.
First, connect the Antics MCP server if it is not already available:
- Claude Code: `claude mcp add antics -- npx -y antics-mcp`
- Codex: `codex mcp add antics -- npx -y antics-mcp`
The game — "Blast Arena": up to 8 players in one arena, move with WASD and aim/fire with the mouse, live projectiles that travel and deal damage, respawn on death, first player to 10 kills wins the round.
Use the antics SDK for real-time rooms + state sync so every player sees positions, shots, and the kill count update live with low latency. Show a kill leaderboard.
Quality check before deploying: if the game uses a full-screen <canvas>, give it explicit CSS width/height (e.g. width:100%; height:100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap will break mouse/camera math on hi-DPI screens.
Deploy it with the deploy_game tool and give me the playable link to share with friends.
Co-op 3D with Three.js
Everyone flies a glowing orb in one shared scene — cooperative, not
competitive. A good first 3D multiplayer project.
Build me a cooperative 3D multiplayer game with Three.js and deploy it.
First, connect the Antics MCP server if it is not already available:
- Claude Code: `claude mcp add antics -- npx -y antics-mcp`
- Codex: `codex mcp add antics -- npx -y antics-mcp`
The game — "Orb Lights": players each pilot a glowing orb in a shared 3D space and fly around collecting crystals together toward a shared goal. It's co-op, not competitive — everyone's working toward the same total.
Use Three.js for the 3D scene and the antics SDK for real-time rooms + state sync so each player sees the others' orbs moving and crystals disappearing as they're collected. Track the shared score.
Quality check before deploying: if the game uses a full-screen <canvas>, give it explicit CSS width/height (e.g. width:100%; height:100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap will break mouse/camera math on hi-DPI screens.
Deploy it with the deploy_game tool and give me the playable link to share with friends.
Clicker race with a leaderboard
Sixty seconds, one big cookie, live standings. The smallest possible
multiplayer game — great for testing your setup end to end.
Build me a fast multiplayer clicker race with a leaderboard and deploy it.
First, connect the Antics MCP server if it is not already available:
- Claude Code: `claude mcp add antics -- npx -y antics-mcp`
- Codex: `codex mcp add antics -- npx -y antics-mcp`
The game — "Cookie Clash": a 60-second race where every player clicks a big cookie as fast as they can. A live leaderboard ranks players by click count in real time, and a final standings screen appears when the timer hits zero.
Use the antics SDK for real-time rooms, synced state, and a persisted leaderboard so scores update instantly for everyone in the room.
Quality check before deploying: if the game uses a full-screen <canvas>, give it explicit CSS width/height (e.g. width:100%; height:100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap will break mouse/camera math on hi-DPI screens.
Deploy it with the deploy_game tool and give me the playable link to share with friends.
Turn-based trivia night
Host-run rounds, first-correct bonuses, final standings — turn-based flow
instead of real-time twitch, so it works for any group.
Build me a turn-based multiplayer trivia game and deploy it.
First, connect the Antics MCP server if it is not already available:
- Claude Code: `claude mcp add antics -- npx -y antics-mcp`
- Codex: `codex mcp add antics -- npx -y antics-mcp`
The game — "Quiz Clash": host-run trivia rounds where one player starts the game, a question shows to everyone at once with multiple-choice answers, and the first player to answer correctly gets a speed bonus. Score across several rounds, then show final standings.
Use the antics SDK for real-time rooms with a host/turn flow — the host advances rounds, answers lock per question, and the scoreboard syncs to every player.
Quality check before deploying: if the game uses a full-screen <canvas>, give it explicit CSS width/height (e.g. width:100%; height:100%) — `position:fixed; inset:0` alone does not stretch a canvas, and a devicePixelRatio-scaled bitmap will break mouse/camera math on hi-DPI screens.
Deploy it with the deploy_game tool and give me the playable link to share with friends.
Every prompt ends the same way: a link.
antics hosts the game and runs the multiplayer — rooms, live state sync,
leaderboards. Free to start, no account needed.