COSMIRE · FOR AI TEAMS

Your models are
guessing at game code.

The missing infrastructure for AI game development — fair, licensed game code and structured assets your agents can actually use.

THE PROBLEM

Models can't build well
from what they've never seen.

01

Ask a code model to build a game. Watch what comes out. The architecture is improvised, the state management is a mess, the patterns are wrong. Models have never seen real game code — so they guess.

02

Your users spend hours debugging what the model should have gotten right. Context windows fill with patches instead of product. Games plateau at "technically runs." The ceiling isn't the model — it's what the model has never seen.

03

The code your models need most lives in private repos and behind EULA-restricted engines. The assets they need — spritesheets, tilesets — arrive with no structure, no documentation, nothing an agent can reliably use. There's no fair, licensed path in to either. Cosmire is that path.

THE PLATFORM

Not just the code.
The assets too.

Cosmire is built layer by layer to cover every piece of what your agents are missing — starting with the two that cause the most damage.

Magnetic Imports

Give an agent a raw spritesheet and watch it guess — wrong frame counts, invented animation names, broken imports. Magnetic Imports packages structured asset data with every asset: frame maps, animation names, engine resource files. Agents get it right the first time.

In development

Bedrocks

Release-quality game codebases — documented for clean model consumption, licensed for commercial use. Every system labeled and structured so agents build from something real instead of improvising architecture they've never seen.

Coming soon

More to come

We're building the infrastructure for all game code. Every new layer is shaped by what AI teams tell us their agents still can't do.

Roadmap
THE TEAM

Built by people
who hit the wall.

We didn't read about this problem. We hit it ourselves — building games, watching models guess at architecture they'd never seen, and running into the same missing source material every time.

Jason Agbebaku
Jason Agbebaku
CEO · Co-founder

Jason spent years inside AI game development building games and watching every developer — beginner and expert — hit the same ceiling. He's seen firsthand what happens when there's no real game code to draw from. He hit the same wall this library is built to fix.

Hotaka Yamamoto
Hotaka Yamamoto
CTO · Co-founder

Hotaka has worked through the licensing infrastructure that underpins this kind of business from the inside. He also has native Japanese fluency. We have direct access to Japan's prolific indie scene!

JOIN THE WAITLIST

Your models shouldn't
have to guess.

Library access for AI game dev platforms, codegen tools, and model providers. Get in before general availability.

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