IDX builds the software layer between traditional game tools and modern AI models, so solo creators and small teams can start building next-generation playable experiences now, not after the next engine.


Where this is going
That future is coming. Models already generate meshes, voices, music and code. Engines are growing agent interfaces. Within a few years, a person with a world in their head will be able to direct it into existence and keep it alive across platforms. We intend to build the tools that make that real.
What we're building now
The models and the engines exist. What's missing is the software between them: a layer that takes direction in plain language, holds the state of the world, and executes through the tools creators already use. That is what IDX is building, for solo developers and small teams, starting with today's pipelines.
Direction
World layer
Your tools
Concept interface · in development · tool names are illustrative
The gap
Every week brings a better generator and a new agent hook inside an engine. For a small team, that means more tools to stitch together by hand, not less work.

A generator hands you a mesh. It has no idea what scene it belongs in, what scale your world uses, or what the last fifty assets look like.
Unity, Unreal, Godot and Blender treat generated work as loose files. Nothing carries the intent, the lore or the rules that produced it.
Solo devs and small teams spend their time exporting, importing, renaming and re-explaining. The leverage AI promised gets lost in the handoffs.
The tools are converging on agent interfaces. Nobody is making them one workflow for a small team.
The layer
Four parts, built in this order. Each one is useful on its own inside an existing pipeline.

Describe what the world needs and the layer turns it into jobs for the engine, the DCC apps and the generative models you already run. We don't replace your pipeline. We connect it.
Geography, history, factions and rules live in a persistent canon that every tool and model reads from and writes to. Generated work arrives knowing where it belongs.
Because the world lives in the layer, the same world can target web, desktop and mobile. Publishing to a new platform stops being a rebuild.
Everything generated is routed through review. Approved work teaches the layer the look of your world, so quality compounds instead of drifting.
World state
Generated scenes impress for a minute and fall apart the moment you look closer, because nothing remembers what was decided. The layer keeps a persistent canon that every tool and model reads from and writes to, so a world gets deeper with every change instead of noisier.
Loose files, lost intent, every tool starts from zero
One canon, checked on every change, shared by every tool

“Saltmere fishers sail at night to avoid the lamp.”
Conflicts with rule: no ship sails after the lamp goes dark
Suggested: they fish the shallows at dusk and blame the keeper for every lost boat.
Consistent · deepens existing distrust
Concept interface · in development
Roadmap
Plain-language direction executed through the tools solo creators and small teams already use, backed by a persistent world canon.
Publish the same world to web, desktop and mobile from the layer, with the canon travelling with it.
Living worlds that grow in play and respond to direction from creators and players, across every screen.
Infinite Detail
Infinite Detail is our weekly radar of game-making tools, read by solo devs and small teams. It is where we see what one person can build now, and what still gets in the way.
3,200+
gamedevs on the weekly email
34
issues, every Saturday
Weekly
tool radar, catalog and deals
Tool releases, AI workflows, engine updates and deals, curated for solo devs and small teams. New issue every Saturday.
Breakdowns and tests of new game-making tools, so creators can see what's possible today.
Careers
We're looking for artists and makers who want to define how worlds get built for the next decade. Remote, async and very hands-on.

Product & World · Full-time · Remote
You make things with every new tool the week it ships. Prompting, scripting, kitbashing, editing: you turn rough ideas into playable moments and help define how creators will work with the layer.
Art · Full-time · Remote
You build places people want to stay in. You'll set the visual bar for generated worlds and teach our systems what good terrain, lighting and composition look like inside a real engine.
Art · Full-time · Remote
You give worlds their people. You'll design characters, define style rules the pipeline can follow, and make sure generated cast members feel authored, not assembled.
Don't see your role? Pitch us anyway. Choose “Careers” in the form below.
Get in touch
We're speaking with investors, engine and tool makers, model labs and creators who believe the next wave of games will be built by far smaller teams.
Investors
The thesis, the roadmap and where we're headed.
Collaborators
Engines, DCC tools, model labs and platforms.
Creators
Early access and design partnerships.