The official installer, Claude Code plugin manifest, and release host for ongame — an AI game-making assistant that runs as a CLI + Claude Code plugin.
This repository is deliberately small. It contains no application source — only the pieces needed
to install and keep the real ongame-cli binary up to date:
install.sh/install.ps1— the one-line installers (macOS + Linux / Windows)..claude-plugin/— the Claude Code plugin manifest + marketplace listing (a static shim that points at the installed binary; it is not the application itself).bin/ongame-launcher— a small, dependency-free launcher that hands off to the installed binary.bin/ongame-launcher.exeis its Windows twin, a ~10KB C trampoline built reproducibly frombin/win/ongame-launcher.c.hooks/hooks.json— the plugin's hooks, all in Claude Code's exec form (command+args). That is deliberate and load-bearing: exec form spawns a real executable directly with no shell on any platform, so the hooks work identically on a Windows box that has no Git for Windows — where Claude Code registers no Bash tool at all and a.shhook would be silently dead. The hook implementations themselves live in the binary (ongame-cli hook <name>), not in this repo.codex/config-snippet.toml— the MCP server registration block for OpenAI Codex CLI users.
The actual ongame-cli binary (and everything it talks to) is closed source. See
LICENSE.
macOS / Linux
curl -fsSL https://cli.ongame.ai/install.sh | sh
Windows (PowerShell — either Windows PowerShell 5.1, which every Windows machine already has, or PowerShell 7)
irm https://cli.ongame.ai/install.ps1 | iex
Either one detects your OS/arch, downloads and checksum-verifies the matching ongame-cli binary
from this repo's Releases, installs it to
~/.ongame/bin (%USERPROFILE%\.ongame\bin on Windows), adds it to your PATH, and — if it finds
claude or a Codex CLI install on your machine — wires up the MCP integration for you. Everything
after the download is done by the binary itself (ongame-cli install), so the two installers cannot
drift apart.
Windows on ARM installs the x64 build, which runs under Windows' built-in x64 emulation. Git for Windows is not required.
install.ps1 accepts -NoPathUpdate and -NoPluginSetup if you would rather wire things up
yourself. Because irm | iex cannot pass parameters, the same two switches are also readable from
the environment:
$env:ONGAME_NO_PLUGIN_SETUP=1; irm https://cli.ongame.ai/install.ps1 | iex
install.sh registers the marketplace and installs the plugin automatically when claude is on
your PATH — nothing to paste. If a Claude Code session is already open, run /reload-plugins
there; otherwise just start one and type /make-game <your game idea>. (Manual fallback, only if
the automatic step reported a failure: /plugin marketplace add gamebyte-ai/ongame-cli then
/plugin install ongame@ongame-cli.)
If ~/.codex/ (%CODEX_HOME%, else %USERPROFILE%\.codex on Windows) exists, the installer already
patched config.toml for you. To do it by hand instead, copy
codex/config-snippet.toml into your own config.
On Windows that block differs in exactly one line: command must be the ABSOLUTE path to
ongame-cli.exe, e.g.
[mcp_servers.ongame]
command = "C:\\Users\\you\\.ongame\\bin\\ongame-cli.exe"
args = ["mcp"]
startup_timeout_sec = 120.0Codex resolves command with a plain PATH lookup that does not apply PATHEXT, so the bare
ongame-cli name the POSIX snippet uses finds nothing there. The installer writes the right one for
your machine automatically.
You never need to re-run the installer or update the plugin by hand. ongame-cli checks for a
newer release on every launch and swaps itself in place (checksum-verified) before running — the
Claude Code plugin manifest itself almost never changes. A new version takes effect on your next
Claude Code / Codex session, the same way any other config change would.
This is a commercial product. For questions, issues, or billing, reach out through the ongame product you're using it from.