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vibedgames

v0.3.1

Published

The `vg` CLI is designed to be driven by a coding agent, not a human. A human prompts their agent ("build me a bomberman game"); the agent runs `vg` + the bundled skills to scaffold, generate assets, add multiplayer, and deploy. Machine-readable output (`

Readme

vibedgames (CLI)

The vg CLI is designed to be driven by a coding agent, not a human. A human prompts their agent ("build me a bomberman game"); the agent runs vg + the bundled skills to scaffold, generate assets, add multiplayer, and deploy. Machine-readable output (--json), deterministic exit codes, and self-describing errors are first-class — optimised so an agent never gets stuck on friction a human would tolerate.

Install

npm i -g vibedgames

Commands

vg new <slug>                    # scaffold a Phaser 4 + Vite + TS game (official template)
vg new <slug> --engine threejs   # scaffold a Three.js + Vite + TS starter
vg new <slug> --engine react-r3f # scaffold a React + R3F + drei + Vite + TS starter
vg new <slug> --engine none      # minimal Vite + TS + canvas (offline; inline)
vg new <slug> --template owner/repo  # any github degit spec
vg new <slug> --here             # scaffold into the current directory
vg init [--global] [--agents …]  # install/update the vibedgames skills + CLI
vg update                        # update the CLI and installed skills to latest
vg login              # authenticate via browser
vg logout             # clear credentials
vg whoami             # show current user
vg deploy [dir]       # deploy a game directory (reads vibedgames.json or --slug)
vg fork <slug> [target]  # fork a project's shipped source under a new slug
vg credits            # credit balance + recent usage
vg factory [args…]    # autonomous game agent (optional plugin, installs on first use)
vg completions <bash|zsh|fish>   # print shell completions

vg generate run <model> [params]   # run a generative model (waits for result)
vg generate models [query]        # search/list available models
vg generate schema <model>        # fetch a model's input/output schema
vg generate pricing <model>       # fetch pricing for a model
vg generate status <model> <id>   # check an async request (--result, --cancel)
vg generate upload <file>         # upload an asset, get a URL
vg generate docs <query>          # search generative-model documentation

Most commands support --json for machine-readable output.

vg init shells out to npx skills add kyh/vibedgames and installs for Claude Code, Cursor and Codex by default (symlinked from a shared .agents/skills/); --agents narrows or widens that, --global targets the user directory instead of the project. vg update runs automatically once a day — disable with VG_NO_AUTO_UPDATE=1.

vg factory is a pure passthrough to the factory binary, which is installed as a platform-specific optional package on first use — the CLI itself carries none of it.

vg generate calls the generate.forward tRPC proc — the server holds the provider API key, so generation works for any logged-in user with no local keys.

Using with a coding agent

Run vg init in your project to install the full set of game-building skills (design, Phaser, Three.js, asset generation, multiplayer, deploy — see plugins/). The agent picks them up on its next session.

How deploy works

  1. Picks the build output (dist/build/out) when the directory is a project root
  2. Walks the directory, hashes files, validates index.html exists
  3. Calls deploy.create API — gets presigned R2 upload URLs
  4. Uploads files to R2 with bounded concurrency
  5. Calls deploy.finalize — game goes live at {slug}.vibedgames.com

Passing --source also uploads a forkable source archive, which is what vg fork <slug> downloads. It is off by default: the archive is readable by any logged-in user, so shipping it is a publish and should be a deliberate act.

Auth

Uses a device-code polling flow: CLI generates a 6-char code, opens the browser, polls until the user confirms. Token stored at ~/.config/vg/auth.json. VG_TOKEN overrides it (for CI and headless agents) and VG_API_URL points the CLI at a non-production API.