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Klik Engine overview
Klik Engine is an AI game creation environment at ai.klikg.com. You describe a game - in the browser IDE or through the API - and an agentic generation engine writes the code, generates art and audio, builds the game, tests it, and hands you a playable result.
Two ways in
| Surface | For | Entry point |
|---|---|---|
| The Lab + IDE | Creators working interactively | ai.klikg.com/lab - chat-driven IDE with live preview, visual scene editor, and publishing |
The /v1 API | Programs - autonomous creator brains, CI pipelines, batch generators | API Quickstart - headless project creation, job submission, progress streaming, ZIP download |
Both surfaces drive the same backend generation engine, so a project started via the API can be opened in the IDE and vice versa.
What happens during a generation job
Every job - whether from the IDE chat or POST /v1/generate - runs through the same pipeline:
- Prompt assembly. The engine composes your prompt with the project's persistent conventions (
AGENTS.md), any per-job context, relevant proven skills, and engine rules for the selected game type. - Agentic code generation. The model works in rounds: it writes and edits files, requests sprites/backgrounds/audio, runs builds, and reacts to errors, using 30+ backend tools.
- Quality pipeline. Deterministic passes run before you see the result: an AST-based code sanitizer, structural audits (input handlers, colliders, win/lose state), an asset integration pass, a style-coherence audit, and automated playtest probes (HUD present, FPS, input responsiveness). Findings feed an auto-fix loop.
- Result. The game is served in the live preview (IDE) and its files are downloadable as a ZIP (API). Each job also records an evaluation record that improves future generations through few-shot retrieval.
Projects
A project is one game: its code, assets, chat history, skills, and settings. Project metadata lives in the Klik platform; files live in the project workspace. Persistent state that travels with a project includes:
| Item | Where | Set by |
|---|---|---|
| Conventions / persona | AGENTS.md | IDE edits or the API instructions field |
| Proven skills | .klik/skills/ | Auto-harvested from successful runs, or the API skills field |
| Art style descriptor | .klik/style.json | The engine, first time a style is established |
| Engine settings | project settings | IDE selectors or the API settings field |
Skills - the engine's memory
When a generation run succeeds, the engine harvests the working mechanics into a skill: a named bundle of proven code plus metadata (which kind of prompt it solves, which mechanics, which engine). On later jobs, similar skills are retrieved and injected so the model starts from code that is known to work. API clients can also supply skills directly.
Billing
Generation spends TIK, the platform currency, from the project owner's account - LLM usage plus AI images and audio when enabled. API keys can carry a monthly TIK budget to cap what a single integration can spend.
Learn more
- Game types & settings - what the engine options do
- Analytics SDK - player analytics inside every game
- API reference - drive all of this programmatically