Agents with project context
Run provider-backed coding agents, automations and isolated worktree tasks without breaking your development flow.
AI-powered infrastructure for game developers
Code, debug and ship games across Unreal Engine, Apple and Android from one fast native workspace—with AI graphics analysis, live devices and a distributed build fleet in the loop.
Why Ycode
Ycode keeps project context visible from the first prompt through native debugging, graphics capture, distributed builds and collaboration.
Run provider-backed coding agents, automations and isolated worktree tasks without breaking your development flow.
Built without an Electron dependency to reduce memory use and keep editing, rendering and agent output smooth.
Discover, stream, inspect and control iOS and Android hardware while logs and launch actions stay next to the code.
Open Metal and Vulkan captures, follow pass and resource dependencies, and let AI models explain frame cost and bottlenecks inside Ycode.
Schedule compile tasks across an IrisBuild machine fleet with live CPU, memory and GPU telemetry, then inspect runtime traces on a shared timeline.
Bring friends, shared agent work and development context into the same focused environment used to ship the game.
Real workflows
These current Ycode screens show the platform handling first-run setup, agent runs, native debugging, GPU captures, mobile hardware and distributed builds without switching toolchains.
Start in minutes
Ycode opens ready to build: describe what you want to create, reopen recent workspaces and let Ycode detect toolchains for Apple, Android and device tooling automatically.
AI agents and collaboration
Start and review coding-agent runs inside Ycode with provider, worktree, terminal and device context available in the same auditable workspace.
World-class debugging
Debug Metal, Vulkan and engine code with LLDB on Windows—inspect threads, locals and symbols with inline documentation while the target keeps rendering.
AI graphics analysis
Capture Metal and Vulkan frames, walk pass and resource dependencies, then ask frontier models to profile the frame—pass timings, limiters and concrete fixes appear next to the capture.
Multi-device development
Discover connected devices, stream their screens, send input, launch apps and inspect system logs while the project stays active beside them.
Distributed builds
IrisBuild schedules compile tasks across your machines with resource-aware slots and live CPU, memory and GPU telemetry—then Unreal Build Accelerator timelines and runtime traces show where the time went.
Apple development
Edit Objective-C++, Swift and Metal, launch to physical devices and keep build output, inspectors and runtime control inside the same Windows-native workspace.
Platforms
Start from Windows and coordinate game code, mobile targets, device debugging and AI automation in one workspace.
For teams building bigger games with smaller feedback loops
Modern AI-powered game development infrastructure for code, distributed builds, live devices, AI graphics debugging, profiling and automation—without the weight of an Electron shell.