❓ Problem

Building a game stopped being the hard part. You describe what you want to Claude, Codex or Cursor, and twenty minutes later you have something playable in a browser tab. The satisfying bit lasts until you try to show someone. You send them a link, they open it, and they are playing their own private copy in a parallel universe. Same game, different reality, no shared score.

Making that link genuinely multiplayer is where the evening dies. You need authoritative game state, a lobby, reconnection handling, latency compensation and somewhere to host it all. This is real distributed-systems work, and it is the one category of problem coding agents are still bad at, because getting it wrong does not throw an error, it just produces a game where your mate's paddle is somewhere it shouldn't be.

The supply side is going vertical anyway. The number of HTML5 games shipped in the first half of 2025 nearly tripled year on year to 15,000, almost five times the H1 2023 figure, per Playgama's research. The demand side is already there: Poki now reports 100 million monthly players, up from 10 million in 2020, and CrazyGames serves roughly 35 million monthly users across 4,500 games. A wave of new creators is arriving, and the only place they can currently monetise a multiplayer game properly is Roblox, which means writing Lua inside someone else's avatar system. Your agent-built Three.js game does not go there. Why browser games are the next billion-dollar bet - MCV/DEVELOP +2


✅ Solution

A hosting and discovery platform for multiplayer web games, with documentation written for coding agents rather than humans.

The wedge is deliberately small: get one person's agent-built game playable with four friends tonight. The platform underneath, netcode plus discovery plus a currency, is where the business is.


📊 Key Numbers

Market size