Everything you need to ship your game.
An AI agent inside the Unreal Editor. Cloud agents that fix crashes and open PRs. Source control built for gigabyte assets, CI/CD, code review, and playtesting — one platform, one subscription.
Asset-native. Gigabyte .uassets are first-class citizens — no LFS bolt-ons, no weekly Perforce rituals.
Fast where it hurts. Warm builds in ~5 minutes. Shaders cook once and every build after reuses them — 7× faster.
One subscription. Every tool in the pipeline on one bill. No per-tool invoices to babysit.
The whole pipeline, in the box.
The tools your studio would otherwise stitch together from six vendors — one platform, built for the way game teams actually work.
In-editor AI agent
Describe the change. Watch it land in the live editor.
- Creates Blueprints, materials, and levels — it works across the whole engine
- Guarded tool pipeline: every edit journaled, reviewable, undoable
- One of the best Unreal agents on the market, living in your editor
Source control
Built for games, not bolted onto them.
- Gigabyte binaries, branching, exact-revision checkouts
- File locking with owner avatars
- The code browser updates the second anyone pushes
CI/CD builds
A fresh machine for every job, tuned for Unreal.
- unreal/compile · package · test presets that speak the engine
- BuildGraph fan-out — one push, parallel machines
- Shaders cook once, every build after reuses them
Cloud agents
Crashes become pull requests overnight.
- Agents clone your repo, reproduce, patch, and test
- Every change arrives as a reviewable PR
- Kick off work from anywhere, land it while you sleep
Code review
Every change reviewed before it merges.
- C++ and Blueprints — both actually understood
- Regressions caught on every push, automatically
- Reviews reference the assets your code touches
Playtests
Real sessions, issues filed while they run.
- Cloud playtest sessions on real packaged builds
- Issues land with repro context attached
- Crashes hand off straight to cloud agents
Unreal-native infra
The engine is baked in, not bolted on.
- Self-serve engine bakes — new UE versions cached for your org
- Per-org Zen DDC: shaders cook once, everyone reuses them
- Warm workspace disks make steady-state builds incremental
NeoStack IDE
One workspace for developers and artists.
- Dev persona and artist persona over the same repo
- Diffs, history, and locking built in
- Credentials live in the OS keyring, never in a config file
NeoStack Game SDK
Lobbies, matchmaking, friends, achievements — the online services layer your game needs, without gluing yourself to EOS. Same platform, same subscription.
Get started in minutes
Clone with lore, push, and the platform takes it from there. No build farm to stand up, no plugins to babysit.
Push. lore push to your hosted repo. Builds trigger, review starts, and every open tab updates instantly.
Everything happens. Fresh machines compile and package. Review reads the diff. Playtests run. Agents pick up whatever breaks.
Ship. Artifacts upload, machines vanish, the run turns green. Download the build or push it to testers.
Simplified pricing
The best $20 an Unreal developer can spend each month.
- In-editor AI agent
- Cloud agents & crash-fix PRs
- Hosted source control
- CI/CD with Unreal presets
- Automated code review
- Cloud playtests
- NeoStack IDE
- Monthly build minutes & AI credits
- A Perforce server and its babysitterincluded
- A Jenkins farm on a machine under a deskincluded
- A code-review bot subscriptionincluded
- Crash triage toolingincluded
- A separate AI copilot seatincluded
Frequently asked questions
Your first green build is minutes away
Create an organization, push your project with lore, and watch the whole stack go to work.