Private beta · free to start · no install
You describe
the game.
Your assistant
builds it.
The toolchain we make our own slot games with now takes instructions from somebody else's AI assistant. Connect the one you already use, say what the game should be, and get a link you can play. No engine to learn, no maths to write, no art department to hire.
Your assistant needs one address
naughtyreelsstudios.com/mcp
That is the whole setup. No download, no API key, no config file to hand-edit — you approve the connection in your browser once.
Who this is for
Everything
except the idea
A slot game is roughly five specialities stapled together. We brought four of them. The fifth is the one you actually wanted to do.
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Studios without an engine
You have the concepts and the market. You do not have two years and a client team. Ship the concepts instead of the infrastructure.
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Creators with an audience
You know exactly what your room would play, because you watch them play. Build that, put your name on it, and hand them a link.
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Anyone who can explain a game
No code, no engine, no maths. If you can describe a game to a friend, your assistant has enough to start from.
How it works
Three steps,
then you play
Your assistant does the talking. We do the building, and everything runs on our machines, not yours.
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1 · Connect
Point your assistant at one address and approve the sign-in in your browser. Works with Claude, Claude Code, ChatGPT, Cursor and VS Code — and any other assistant that speaks to remote tools.
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2 · Describe
Say what the game is in your own words. Your assistant asks the questions a designer would, plays the design back to you, and builds it: board, maths, symbols, sound, the lot.
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3 · Play it
You get a real, playable link within the hour, not a mock-up. Change anything and rebuild — rebuilding is free and unlimited, so the tenth version costs the same as the first.
What you get
A finished
game, not
a demo
The same chassis our own titles are built on — not a stripped-down version of it.
- 4Mechanics: lines, ways, cluster, scatter
- 30+Tools your assistant can call
- 16Languages, written for you
- 24hShareable preview links
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Art, sound and music of its own
Symbols, backgrounds, loading screens, effects, a soundtrack and a bitmap typeface cut to match your logo — generated to your theme, and yours to keep.
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Release checks that actually refuse
Every build runs the same gates ours do: wording and compliance, transparent artwork, missing sounds, unwritten translations, external requests. They fail the job rather than warn about it.
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A game that belongs to you
Export the finished build and the maths data whenever you want, take it to a casino, put your studio's name on it. It is your game.
What it costs
Only the
art costs
money
Generating pictures, sound and music is the one thing that burns real compute. So it is the one thing that draws on credits — everything else is free, and free means unlimited.
Free, however many times you like
- Designing and planning the game
- Building, rebuilding and type-checking
- Every release and compliance check
- Development maths for iterating
- Editing any file in the game
- Preview links, and playing them
- Putting back an earlier version of any image or track
Draws on credits
- Generating a game's art set
- Generating sound effects and music
- Re-rolling a single image or track
- Cutting a bitmap typeface from your logo
A complete game's asset set is about 1,000 credits; re-rolling one image is 30. You are told the price before anything is spent, and a job that fails is never charged.
Starting costs nothing. A complete, playable, publishable game can be built entirely from our starter library — generic symbols, generic sound, zero credits. It carries a visible starter-art marking until you generate art of its own, and that upgrade is the first thing you would ever pay for. Build the whole game first, decide about the art after.
Why this and not a prompt
The boring
parts are
the product
Anything can generate a picture of a slot machine. Almost nothing produces a game a casino will take.
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Nothing is a one-way door
Every remake keeps what it replaced — both the picture the game shows and the source behind it. Putting an earlier one back is free and exact, so trying a different look costs you nothing but the try.
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Maths that is actually a model
Real reel strips, real paytables, real simulated rounds — not a number typed into a config. The development sample is deliberately generous so features fire while you iterate.
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Twelve years of watching launches
The defaults are not guesses. Timing, feel, the shape of a win, what a phone can carry — all of it was tuned on games we shipped and games we watched fail.
What is coming
Where this
goes next
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Next
More ways to make the art
Animated symbols, and models tuned to your own art direction so a studio's tenth game still looks like its first.
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Next
Release maths, self-service
Full simulation and RTP optimisation runs are something we do for you today. The controls are being opened up so you can run them yourself.
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Later
More places to publish
Additional operator and platform integrations, so a finished game has more than one door out.
Get on
the list
This is a private beta and places are handed out by hand. Sign up, confirm your email, and you are on the list — we tell you when it is your turn.
What beta testers get
Free credits to start with — enough to put real art on a real game, and we tell you exactly how many in your invitation. Building and rebuilding stays free for everyone, forever.
Join the waiting listWhat happens after the beta
It opens to everyone. The free starter lane stays free, credits stay the only thing you pay for, and anything you built during the beta is still yours.
Ask us anything