A team builds one scene of their game in Midgard Studio, and each step waits for a person's approval. Ines and Mark agree to build the camp at the second bend of the Gloamwood, and Ines asks @Midgard to summarize chapter 4 from the mood board. Midgard writes the chapter into the game bible, tagging what the scene needs, and Ines approves the chapter. Sarah asks @Midgard to surface the assets the scene needs: Midgard gathers the Gloamwood pack (oak, birch, mushrooms, lantern post, Sarah's Lampkeeper from Blender, tent, fence and boulder), and Sarah approves the pack. Mark asks @Midgard to bring Sarah's camp into Unity: the terrain, path, tent and lantern posts assemble into a lantern-lit night scene, live in Unity, and Mark approves the scene. Dana asks @Midgard to ship the camp to Friday's playtest: patch 0.4.3 passes the playtest, Dana signs off the release, and it is merged, live on Steam and announced. The pack's credits: the oak, birch, tent and the Lampkeeper are Sarah's, from Blender; the mushrooms and boulder come from the Asset Store; the lantern post is built from store parts; the fence is AI generated. Shipped three days before Friday's playtest, by Ines, Sarah, Mark, Dana and Midgard.
A team builds one scene of their game in Midgard Studio, shown at phone size, and each step waits for a person's approval. The Gloamwood project switches between its Chat and Project screens. In Chat, Ines and Mark agree to build the camp at the second bend, and Ines asks @Midgard to summarize chapter 4 from the mood board. In Project, Midgard writes the chapter, with the mood board in a row beneath it, and Ines approves the chapter. Sarah asks @Midgard to surface the assets the scene needs, and the Gloamwood pack arrives as eight cards: oak, birch, mushrooms, lantern post, Sarah's Lampkeeper from Blender, tent, fence and boulder. Sarah approves the pack. The pack's credits: the oak, birch, tent and the Lampkeeper are Sarah's, from Blender; the mushrooms and boulder come from the Asset Store; the lantern post is built from store parts; the fence is AI generated. Mark asks @Midgard to bring Sarah's camp into Unity: the eight assets travel into the scene, the Unity view fills the screen and pans across the lantern-lit camp at night, and Mark approves the scene. Dana asks @Midgard to ship the camp to Friday's playtest: patch 0.4.3 passes the playtest, Dana signs off the release, and it is merged, live on Steam and announced. Each person taps their own approval. Shipped three days before Friday's playtest, by Ines, Sarah, Mark, Dana and Midgard.
Built for the tools studios already use
Unity
Unreal Engine
Godot
Blender
Maya
Houdini
Wwise
Steam
Discord
GitHub
Cursor
Claude
Codex
Fab
itch.io
One platform for game development.
Game studios do their best work with Midgard. Run everything your team and partners need on one collaborative platform.
Today
Five tools. Five blank prompts.
You re-explain the game in every tool
Every asset starts from zero context and drifts off-style
Every hand-off is an export and an import
Every AI tool is single-player: one person, one chat, a transcript nobody else can pick up
Retain creative control over your game. Optimize the backend with agents.
Your team sets the direction, decides what gets into the game, and agents move the project forward stage by stage.
References from anywhere, to set the visual tone.
Goal
Set the look of The Gloamwood
Team
Sarah, Mark, Art Agent
Sign-off
Sarah approves the board
One source of truth for your whole project.
Goal
Draft the vision for The Gloamwood
Team
Ines, Mark, Narrative Agent
Sign-off
Ines confirms the chapter
Every asset in one library, whatever its source.
Goal
Gather the Gloamwood camp pack
Team
Sarah, Mark, Assets Agent
Sign-off
Sarah approves the pack
Scenes built from approved assets, true to the game bible.
Goal
Assemble the Gloamwood camp in Unity
Team
Ines, Mark, World Agent, Engine Agent
Sign-off
Mark approves the scene
Shipped, played and patched from one place.
Goal
Draft the patch for the camp
Team
Dana, Engine Agent, Live-ops Agent
Sign-off
Dana approves the release
Mood boardThe Gloamwood
Approve board→Pinterest · SarahThe Lord of the Rings · SarahValheim · SarahStock photo · SarahPinterest · SarahPinterest · MarkWorld of Warcraft · MidgardPinterest · Midgard
Light is safety here. Fog swallows everything past twenty metres.Mark · art direction
M
Mark
@Midgard find more that match this.
SarahMarkMidgard
The Gloamwood
Chapter 4 · Ines and Mark
Past Duskspire the road drops into the Gloamwood: wet pines and peat, lanterns bargaining with the dark. Light is safety here, and safety is borrowed. The fog swallows everything past twenty metres. Beyond it, the forest forgets you.
The Lampkeeper walks the main path at dusk and lights what the travellers left dark.
The camp at the second bend is the one place that stays lit. Its tent, its fire and its fence are the first things a player learns to trust.
InesMark
Midgard
The camp scene needs eight assets. Sarah’s tent came in from Blender last night. The lantern post is missing, so I’m fetching the store ones and drafting it.
M
Mark
Great. Keep the post in the bible’s style.
Midgard
All eight pass the style rules. The post is a draft, @Sarah.
S
Sarah
All good. Approving the pack.
Sarah approved the pack
Message…↑
AssetsGloamwood pack
Approve pack→
Camp tentSarah · Blender
The LampkeeperSarah · Blender
OakStore
BirchStore
Rope fenceStore
Mushrooms clusterStore
BoulderStore
Lantern postGenerated by Midgard
The Lampkeeper · Sarah, from Blender
SarahMidgard
I
Ines
@Midgard, assemble the Gloamwood camp from @Mark’s references.
Midgard
Building from the pack. Each step is checked against chapter 4.
Terrain and path
Forest from the pack
Tent at the second bend
Lantern posts along the path
Lighting, true to chapter 4
Midgard
Ready for review, @Mark. Five checks, all pass.
Mark approved the scene
Message…↑
AssemblyGloamwood camp
Approve scene→
Mark
Midgard
Comments on Steam and Discord say the camp is hard to find at night, @Dana.
D
Dana
Let’s light the path to it. A few more lantern posts.
Midgard
Drafting 0.4.3. Mark and the QA Agent check it first.
Midgard
Checks pass. Ready to release, @Dana.
Dana approved the release
Midgard
Live on Steam. The players who asked have been told.
Message…↑
ReleasePatch 0.4.3
Approve release→
“Loved the forest, but I walked past the camp twice before I saw the tent.”Steam review
“The lantern posts stop too early. Lost the path after dark.”Discord · 11 more like this
Patch draftedThree more lantern posts along the pathWaiting
Scene updated in UnityGloamwood camp, Mark reviews the changeWaiting
PlaytestQA Agent finds the camp at night in 40 s, down from 3 minWaiting
DRelease sign-offDana decides what shipsWaiting
Merged to mainPatch 0.4.3Waiting
Live on SteamBuild 0.4.3, default branchWaiting
Patch notes posted14 players who asked are toldWaiting
Dana
Product innovation for the AI era.
01
Who made it, who changed it, who approved it
Every asset carries its provenance: what made it, from what, each human edit since, and who signed it off.
02
Direct in plain language, from anyone on the team
Ask for changes at any stage the way you’d brief a colleague. No node graphs, no prompt recipes.
03
Your files, your engine
Work lands in your project as real files. Open them, edit them, keep them.
04
Pick up where a teammate left off
The bible, the assets and every approval are shared across the project, so anyone can carry the work forward.
Small teams make breathtaking games.It takes them years.
Midgard exists to give years back: the same team, the same creative vision, less of the production drag.
6years
Clair Obscur: Expedition 33, by a core team of about 30 at Sandfall Interactive
4years
Disco Elysium, by about 35 in-house developers at ZA/UM
7years
Cuphead, by StudioMDHR, a team that started as three people
Build it with us.
A small group of studios is shaping the first build. Partners run Midgard on real work, tell us what's wrong, and decide with us what comes next.
A good fit: a studio of 5 to 50 people, in or heading into pre-production, open to trying AI on real work.