Moddable Limited · 2025–present

Moddable Games

Open-source games studio with AI-callable MCP tools and Consumer SDKs
RoleCEO & Founder
Shipped204 variants, 46 games, 89 MCP tools
Timeframe2025 – present

What it is

An open-source tabletop and digital games studio shipping at startup speed. Everything is built using AI-augmented engineering workflows, enabling solo-founder velocity across 10+ concurrent repositories. The result: two Consumer SDKs, the first board game MCP server, and a live developer ecosystem.

What shipped

  • Moddable Engine — a micro-kernel where a game is a configuration entry rather than code. 204 playable variants across 10 families compose from shared movement primitives over six pluggable topologies (grid, hex, track, pit, graph, tableau). Native ESM, one source serving browser, Worker, and Node.js
  • Dungeon Chess — asymmetric skirmish game running entirely on MCE as a game subsystem. Custom renderer hooks, faction-based AI, XP-budgeted drafting, all without engine forks (dungeon.moddable.games)
  • Hex topology — seeded procedural generation, 8 hex variants, 4 render styles, PNG/PDF/SVG export, hex metadata, and a URL param API (hex.moddable.games)
  • MCP Tools Server89 AI-callable tools across 35 endpoints via MCP protocol, REST API, OpenAPI, and llms.txt, with Durable Objects backing multiplayer sessions. First board game engine MCP server (tools.moddable.games)
  • 46 games — originals (Nukes, Mongo, Endless Skies, Dungeon Chess) plus classics (Draughts, Go, Halma, Pachisi, Backgammon, Morris, and more), each with digital tools, rulebooks, and variant systems. 296 documented variants
  • PDF Pagination Engine — custom document assembly producing 9,765 indexed rulebook pages across 665 PDFs with orphan control
  • Autonomous Agent Pipeline — Researcher and Builder routines operating on cloud infrastructure, managing a 6-repo production pipeline via label-triggered coordination. Research agents investigate rules sources; Builder agents branch, implement, and merge. Issues route through without a terminal open
  • Developer documentation — tiered guides, consumer integration guide, full API reference, SDK demo page, Developers section with examples

Try the Engine

Every family and every variant the engine can play is in the frame below, listed live from the Tools API rather than a list typed into this page. Pick a family, pick a variant, and read the frontmatter that defines it. That definition is the entire creative contribution: no variant-specific code sits behind it.

Hex maps are generators rather than rule variants, so they sit outside the play API and keep their own surface:

The Moddable layer cake explains how the four repositories fit together, and carries the same widget alongside the architecture it describes.

Why it matters

Demonstrates the ability to ship production-quality software at unprecedented velocity and then evolve it into framework-level architecture with AI-native distribution. The chess engine did not stay a standalone app, and it did not stay chess. It was folded into a micro-kernel where a game is a configuration entry, so draughts, shogi, go, xiangqi and reversi now run on the same movement primitives, and Dungeon Chess runs on the consumer APIs through renderer hooks and unit templates. The whole engine then became AI-callable via MCP, with zero additional code beyond what already existed. Every project is MIT-licensed, publicly accessible, with proper documentation, version control, and deployment pipelines.

Result
204 playable variants across 10 families, 46 games, 89 MCP tools, 6,527 tests, autonomous agent pipeline. Shipped in 16 days, evolved into an AI-orchestrated multi-repo production ecosystem.