Skip to main content
You do not need Unity, Unreal, or any game engine. You describe the game, and Rork writes it with the tools the platform already has, then generates the art, the models, and the sound to fill it.
The Rork simulator running a 3D pet game called Buddy, with a corgi in a garden, stat bars for Hunger, Happy, Energy and Clean, and Feed, Play, Sleep and Bath buttons

A 3D pet game running in the iPhone simulator inside Rork. The dog is a generated model, animated and lit in the scene.

Start a game

The prompt box on rork.com has two shortcuts for games.
The Rork prompt box with quick buttons reading Create a Multiplayer Game and Create a 3D Game

The two game shortcuts under the prompt box. Both fill in a prompt and switch the project to web.

  • Create a 3D Game fills in Create a 3D game with realistic physics about...
  • Create a Multiplayer Game fills in Create a multiplayer game about...
Both also switch the platform to web, because a browser game is the fastest way to see something playable. Finish the sentence with your idea, and change the platform first if you want a native app instead. You do not have to use the shortcuts. Describing the game in your own words works the same way:

Pick web or native

The same idea takes a different shape depending on where it runs. Decide this before you build, because it changes the engine, the distribution, and the plan you need. Start in the browser to find out whether the game is fun. Move to native when it is, and when you want the App Store, Game Center, or the frame rate. See Plans & Subscriptions and the Rork Games page.
Android games are not a documented path today. Build for the browser or for iPhone, and remember a browser game already runs on an Android phone.

Fill the world with generated assets

This is the part that usually stops people making a game alone. Rork generates the pieces in the chat, and puts them into the scene:
  • 3D models. Ask for a prop, a vehicle, or a character. Characters come out rigged, so they can be animated.
  • Animations. Walk, idle, jump, each as its own clip.
  • Sprites and 2D art for canvas and SpriteKit games.
  • Music and sound effects, and voices for characters.
Rork shows you a preview and the price before it spends anything on a 3D model, and you approve or ask for something different. On iPhone, models are bundled into the app as USDZ. On the web, they load as GLB. What the pieces cost in build credits: 3D generation works on every plan. See Images, video, audio, and 3D models and Build credits vs Cloud credits.

Iterate by showing, not describing

Games are visual, and words are slow. The fastest loop is: look at it, screenshot what is wrong, send the picture.
A Rork chat where the user asks to make the puppy smaller, then attaches a screenshot saying the UI overlays the puppy, and the agent shifts the 3D scene upward

Two rounds of iteration: a size change in words, then a screenshot when the UI covered the character.

Short, specific asks work better than a list:

Play it while you build

A browser game runs in the preview next to the chat, so you play it as you go. An iPhone game needs a simulator, and the simulator costs credits while it runs.
The Turn on simulator panel in Rork showing that it costs 0.2 build credits per minute while running

The simulator charges by the minute, and tells you so before you start it.

Turn it on to play, and stop it when you are done. The toolbar above the phone can also record the screen and take screenshots, which is where your store video and your first social post come from. To feel the real frame rate, put the game on a real phone. See Rork Max app for iPhone.

Multiplayer, honestly

Rork has no multiplayer product that you switch on. It writes the multiplayer code into your game, and how hard that is depends on the kind you want. Straightforward: turn-based play, two players on one device, and rooms with a code. Harder: real-time online play. It needs matchmaking, state syncing between players, and rules for what happens when somebody’s connection drops. Rork’s own FAQ says it plainly: expect a few rounds of iteration. How it is built:
  • In the browser, Rork writes a small server with Cloudflare Workers and Durable Objects, and the players talk to it over WebSockets.
  • On iPhone, Rork uses Game Center, which brings real-time and turn-based matches, sign-in, leaderboards, and achievements for free.
  • Voice chat is separate from the game state, and Rork hosts the servers that make it work.
Start turn-based and add real-time later. A turn-based game that works beats a real-time game that desyncs.

What to expect

Generated games are real games, not tech demos, but they have a ceiling. Keep scenes in the range Rork targets: roughly a thousand moving things, a few hundred thousand triangles, textures that fit comfortably in memory. Ask for a low poly model when a detailed one is not needed, since it costs less and runs faster. Some things are not what Rork does:
  • No Unity or Unreal, and no importing a project from them.
  • Leaderboards come from Game Center on iPhone. A browser game needs a backend, which Rork can build with Rork Cloud.
  • Selling things in the game goes through the normal in-app purchase route. See How to add a paywall with RevenueCat.

Ship it

A browser game publishes like any web app: press Publish, and share the address. See Rork Web. An iPhone game goes to the App Store like any other app. Games get read carefully in review, so run the AI App Store Reviewer first, and be careful with anything that looks like gambling, loot boxes, or a copied character. See Publish your app.

FAQ

For a native iPhone game, yes. Max is the plan that lists “Games with native performance”. Browser games work on any paid plan, and 3D generation works on every plan.
No. Rork writes games with SpriteKit, RealityKit, and three.js, so an engine project cannot be brought across.
Yes. Drop them into the chat and say where they go. Generated and uploaded models sit together in the Assets tab.
Yes, 0.2 build credits per minute while it runs. The panel says so before you start it, and stopping it stops the charge.
Yes, invite them as editors, though only one message runs at a time. See Share a project and work together.
Say what is slow and where. Common fixes are fewer objects on screen, low poly models, and smaller textures. The logs in More → Code show what the game prints while it runs. See Read the code and read the logs.

Next steps

Generate models and sound

How the 3D, audio, and image tools work.

iPhone, Android, or web

Pick the platform before you build.

Play it on your phone

Install the game on a real device.

Rork Games

The product page, with examples of what Rork builds.