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AI · February 24, 2026

Ziva.sh

Hey everyone! Wanted to show off a little side project I've been working on. A lot of people have been using AI to one-shot games, but they're often quite buggy - glitchy graphics, collisions aren't setup, or regressions in earlier levels. With an AI playtester in the loop, I've been able to one-shot games like Candy Crush or Crossy Road that would previously have bugs like cut-off UIs or stuck retries. The way it works basically goes like this: 1/ The playtester starts by reading the code to understand what its parent AI is asking it to play, and to decide what breakpoints, hooks and…

Ziva.sh launched on February 24, 2026 with 82 votes, #463 of 16,628 launches that month and more than 95% of that year's launches.

Visit ziva.sh ↗Ziva.sh alternativestop 3% of February 2026

What it does

Ziva is the AI agent built for the Godot game engine. It lives inside the editor and generates scenes, nodes, and GDScript from natural language — no context switching. Describe a feature, Ziva builds it. Explain a bug, Ziva finds and fixes it. Works with Claude, Gemini, ChatGPT, and more. 50+ Godot integrations, including pixel art generation and TileMap tools — all without leaving the editor. Your code is never used for training. Free tier included. Windows, macOS, Linux.

Ziva's Playtest Agent is an AI game tester that fully plays your game and returns pass/fail verdicts with video. Godot today, all engines via Enterprise.

Fully playtest your game with AI in minutes: Ziva's playtest agent is able to fully complete games, can run dozens of instances in parallel, and works for PC, mobile, and console. You give it a suite of tests to run, like “the score goes up when the player clears a pipe”, and the AI plays until it sees that happen. Analyzes the game code to figure out how to accomplish the goal, and where to add temporary hooks + logging to execute. LLMs don't work in realtime; we launch your game in a sandbox and pause it, giving time for the LLM to think. Sends real inputs to the game, and has output measured by screenshots, custom hooks that receive queries from the LLM, and added logging. The AI looks…from ziva.sh

In the maker’s words, at launch

Hey everyone! Wanted to show off a little side project I've been working on. A lot of people have been using AI to one-shot games, but they're often quite buggy - glitchy graphics, collisions aren't setup, or regressions in earlier levels. With an AI playtester in the loop, I've been able to one-shot games like Candy…

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