Documentation
Everything for building, shipping and instrumenting a game on the arcade. Generated from docs/ — edit the markdown and this page follows.
Essentials
Getting startedThe whole arcade is one repo: the landing page, every game, the SDK, and the API. Get it onto your machine and you have all of it running locally, including sign-in, leaderboards…Build a game with AIYou don't have to be an engineer to put a game on the arcade. An AI coding assistant can write the whole thing. You supply the idea and the rules it has to follow. This page is…Adding a gameEvery game lives in its own directory under games/<slug>/, fully isolated from the others: its own dependencies, its own toolchain, its own build. The only contract is game.json.Submitting your gameEvery game is reviewed before it goes live on arcade.gamesight.io. Anthony Kinson or Robert Syvarth has to approve it. That's the one hard rule, and it applies whether you wrote…TroubleshootingThe problems that actually come up, and what to do about them. The build messages name the file and the problem, so read the whole thing before changing anything. (If an AI…AssetsArtwork you can use in a game: the Gamesight marks, and a pack of 999 icons. Browse and search the icons at /assets/.
Guides
Player accountsPlayers sign in once to the arcade with their Gamesight Google account, and the session is shared across every game. Because the whole arcade is same-origin, the session cookie…LeaderboardsA shared, per-game high-score list, available to any game via the SDK. There is no setup: the table is shared infrastructure, so you just submit and read scores.AchievementsPer-game unlocks worth Gamesight Score (GS), the arcade-wide points total shown beside a player's name. Declare them in a JSON file, unlock them with one SDK call, and the popup…MultiplayerMultiplayer is a shared arcade capability, like accounts and leaderboards. Your game gets rooms (named channels), presence (who's here), and invites (with a notification inbox)…Voice chatVoice is a shared arcade capability, like multiplayer and leaderboards. Arcade.voice gives a 1v1 game peer-to-peer WebRTC audio over a realtime room you already have. There is no…The arcade nav barThe top bar is global. It's injected into every game at build time, so your game does not draw its own header, and it already carries the brand, the section links, sign-in, the…Saving game dataLeaderboards and accounts are shared. When your game needs its own persistent data (collections, save files, progress), it gets its own DynamoDB table(s) and a small server…
Game engines
Shipping an engine exportGodot, Unity, GameMaker, Defold, Construct: anything that exports a web build can go on the arcade. You commit the export, not the project, and CI never needs your engine…GodotGodot's web export drops straight into the arcade, and JavaScriptBridge gives GDScript a way to call Arcade. Read shipping an engine export first for the rules every engine shares.UnityUnity's WebGL build works on the arcade, with two export settings you must change from their defaults. Read shipping an engine export first for the rules every engine shares.
Technical documentation
Local developmentThe day-to-day loop: the commands you'll run, how to work on one game without rebuilding the rest, how to test multiplayer with two players on one machine, and what to do when the…ArchitectureThe arcade is a static site plus a meta-API, both served same-origin so a single sign-in and the SDK reach every game with no CORS.SDK referenceEvery method on the Arcade global, in one place. The feature guides explain when to use these; this page is the signature list, for when you already know what you want and just…
Games
StarshipFly the Gamesight rocket down an asteroid field for as long as you can. One life, no weapons, no power-ups. The field gets faster and denser the longer you last, so every run ends…SightlinesA lane-control card battler. You and your opponent fight over a 3×5 board, one lane at a time, and the player who controls the most power across the lanes wins. Play the CPU to…