A Steam game maker for people who bring their own Claude or ChatGPT plan
By Eduardo Orellana · Updated
A Steam game is a native desktop game that people install and run on their own machine. That happens to be precisely the kind of thing Flockbay makes, which is not true of most no-code tools. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
Steam wants a store page and a native build, nothing more
A store page and a build. The build is a program that installs on the player's own computer, a Windows PC for most of them, and runs there, at the player's framerate, using the player's hardware. That is it. Steam has no interest in how the game was made, and no opinion about whether it has depth: Stardew Valley in 2016 and Hollow Knight in 2017 went out through the same store page as anything with terrain in it.
This is worth saying because most no-code game tools do not produce that artefact. Browser-based makers produce web games, which are perfectly good games and are not what people mean when they say they want to put something on Steam. The gap between the two is not a setting.
Flockbay produces desktop games because that is what it is. The app itself is a desktop app for Windows and Linux, it ships with Godot inside it, and your game runs locally when you press Play. Its Export makes a native Windows build, an .exe. The thing you are testing is the same kind of thing a player would run.
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The engine underneath is one Steam is full of
Godot, which is open source, and which a considerable number of games on the store already run on. Your project is an ordinary Godot project on your disk rather than a file that only one tool can open.
That matters for a commercial project in a way it does not for a hobby one. If your game finds an audience and you want to hire someone, or fix something at two in the morning yourself, the code is GDScript in your own folder and Godot is a widely known engine.
It also means the tool is not a single point of failure for a game you are selling.
The AI builds the game from a brief, and you judge it
It starts with a brief, not a build. Flockbay asks questions one round at a time, each with a recommendation, and writes down what gets built first, what comes after and what is not in this version. Nothing is built until you approve it. A game is 2D or 3D, the same app and the same chat either way, so picking flat is not picking less.
Then it builds the world. In 3D that is terrain, sculpted and painted, plus water, sky, weather, plants, the player controller, characters and props, all real nodes in the scene tree. In 2D it is tile ground, where the tiles, the edges and the collision all fall out of which cells are ground, a band of scenery behind it, and sprites at an exact position, rotation and scale. A sentence gets you a valley; your hand can get you the exact valley. So when a call is pure taste, the same world tools are buttons around the Godot editor's 3D and 2D view, with Godot's undo, for the one change you would rather make yourself.
Flockbay writes the code too. Movement, combat, inventory, saves, menus, whatever the game needs, as GDScript inside your project. It checks its own work by playing it: it runs the game, sends input events and reads stdout and the debugger. Then you play it and say what is wrong, and it changes it against the brief. That loop repeats until the game is right, and the judging is your job throughout.
Building needs an internet connection, because the chat, asset generation and world data all come over the network. Playing what you built does not.
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The unglamorous part nobody mentions
Getting onto the store is its own process with Valve, and it is separate from making the game. There is an account to set up, a fee, a store page to write, screenshots and a trailer to produce, and a review step before anything goes live. The app does the preparation: under Ship, the Steam page section drafts the store page and exports it as a .zip, with each field as a text file, the capsules, library assets, screenshots and a README, which you upload in Steamworks yourself. Budget real time for the rest and do not discover it in the last week.
The other unglamorous fact is that a game people pay for needs a shape: an ending, or a loop worth repeating, or enough content that an hour goes by. A world you can walk around is the beginning of that, not the end. This is where most projects stop, and it is a scope problem rather than a tools problem.
Flockbay will tell you when an idea is too big. An ask the size of a studio game gets the truth and a smaller first version in the brief, not a fake yes. Whether that first version is worth selling is still your judgement, and it is worth making early.
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Strangers find what you stopped seeing
The gap between a game that works on your machine and a game that works on someone else's is where most first releases go wrong. Different resolution, different hardware, a player who does not know what you meant by anything.
Watch someone play before you sell it to anybody. Do not help them. Write down every point where they hesitated, and treat that list as more authoritative than your own opinion, because they are meeting the game the way a buyer will.
The same applies to length and pacing. You have played the first ten minutes two hundred times and you cannot see them any more. Someone else can, in one sitting, and it is the cheapest useful thing you will do all month.
Flockbay costs nothing; Steam's fee is Valve's
The download is free and so is the platform. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects or with Godot's own shapes, generates pictures and sound, or uses your own files. It is free for one person or a team.
Steam's own costs are separate and are Valve's, not ours.
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The design note that goes with it is how publishing a game on Steam works.
Questions
- Does Flockbay upload my game to Steam?
- No. Flockbay prepares the Steam store page and exports it as a .zip, and its Export makes a native Windows build. You upload both in Steamworks yourself, and Valve reviews them before anything goes live.
- Is the game a real desktop build?
- Yes. It runs locally on the copy of Godot bundled with the app, on your own machine, rather than streaming or running in a tab, and Export makes a native Windows .exe from it.
- Can I sell a game I made with it?
- The project is yours and it sits on your disk as an ordinary Godot project. Nothing about the workflow keeps it somewhere you cannot reach.
- Do I need to know how to code to ship?
- No. Flockbay builds the world and writes the GDScript from a brief you approve. You decide whether the game is good, which is the harder job anyway.
- Mac, Windows, or both?
- Flockbay runs on Windows and Linux, with an earlier Mac build. Its Export makes a native Windows build, which is what most Steam players run. The project is an ordinary Godot 4 project, so Godot's own export can make macOS and Linux builds from it.
Related
- Make a Steam game with AI
- PC game maker
- AI for indie game developers
- Multiplatform game maker
- What you build is an ordinary Godot project, which is the shape a game gets sold in
- What can Flockbay not do?
- A Steam store page kit from your own game: capsules cut from a real frame, text from real research, packed for Steamworks
- A free 3D game maker, and what free usually hides in 3D
- Make a video game with AI: a straight account of how it works
Flockbay is free to download for Windows and Linux.
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