Demiurge

Private beta · v0.1

An AI collaborator that can see your Unity scene.

Demiurge pairs a frontier model with Unity-specific scaffolding — scene perception, action verification, a growing Unity 6 reference library — so the code it writes actually runs in your editor instead of hallucinating past APIs.

The gap

Generic AI tools don't know your editor.

ChatGPT and Copilot can't see your scene, can't open the Unity editor, and can't tell you whether the C# they just wrote compiled. They guess from text alone, often against training data that predates Unity 6.

The result is code that looks right — _Color instead of _BaseColor, PostProcessVolume instead of the URP Volume framework, method signatures that quietly moved two versions ago. It compiles. It runs. It doesn't do what you asked.

Closing that gap isn't about training a better model. It's about wrapping the model in the right scaffolding: look at the scene, verify the change, consult the real docs, learn from what went wrong. That's Demiurge.

What makes it work

Six pieces of scaffolding around the model.

Demiurge doesn't fine-tune a model. It builds the perception, verification, and memory around the frontier model that makes it useful for the specific job of Unity development.

Briefing

At the start of every session, Demiurge reads your Unity editor state — render pipeline, installed packages, scene hierarchy, component shapes — and hands it to Claude as ground truth. No guessing about which version of URP you're on.

Perception loop

Before any change, a multi-angle screenshot + hierarchy snapshot. After the change, a second capture. Claude verifies the result matches your intent — not just that the script compiled.

Reference library

Keyword-retrieved Unity 6 API docs injected into every codegen prompt with an authority directive: when the reference and Claude's memory disagree, the reference wins. Terrain, animation, rendering, physics, audio, URP — all written for Unity 6, all authoritative.

Verified undo

Every generated script registers its work with Unity's undo system. Ctrl+Z (or /undo in chat) rolls back cleanly. No orphaned objects, no half-applied modifications, no "wait, what did that just do?"

Session memory

Every turn produces a full structured log. Across sessions, Demiurge spots patterns — which subsystems fail most, which strategies work — and adjusts future prompts accordingly. The tool gets better at helping you, specifically.

Review before run

Every generated script appears in a confirmation prompt before it executes — you see the exact C# and decide whether to run it. Static sandbox analysis flags risky patterns (file deletion, network access, reflection) so obvious mistakes get caught before they touch your project.

In practice

Type what you want. See it happen.

You

“Create a hill in the center of the scene.”

Demiurge

  1. 1. Briefing confirms URP + Unity 6. Reference retriever surfaces terrain.md.
  2. 2. Multi-angle BEFORE screenshot captured.
  3. 3. Script written using Terrain.CreateTerrainGameObject, heightmap with a smooth Gaussian falloff, registered for undo.
  4. 4. AFTER screenshot + hierarchy diff. Claude verifies the hill is centered and visible. Verdict: Verified.

All in one chat turn. Ctrl+Z rolls it back if you change your mind.

Your project stays yours.

Session logs split into private (everything — scripts, screenshots, paths, scene names — never leaves your machine) and shareable (categorical signals only, built from an explicit allow-list, opt-in to transmit). Screenshots are always private. No implicit telemetry.

Read the privacy policy →

One bill. No surprises.

Pick a plan, pay the flat monthly price, and everything the scaffolding uses is included — briefing, verification, reference retrieval, the model calls themselves. No per-turn charges, no end-of-month surprise from a separate invoice. Cancel any time; next period drops you back to Free.

See the four tiers →

Stop fighting your AI. Start shipping Unity.

Free to try. Your first hill, light rig, or material swap is one prompt away.