A town of buildersneeds streets, not a mayor.

Mirven started with a frustration: one agent is too slow to make a game, and a crowd of agents makes a mess.

Why webuilt it.

Coding agents got good enough to build real parts of a game, and the hard question moved. How do ten of them work on one project without undoing each other's work, and without someone reading every line?

The common answer is a manager model: one agent that hands out work and collects reports. It works until the manager's memory fills up with everyone else's news. Then it forgets, repeats itself, and stalls.

So Mirven has no manager. Astra writes a plan, jobs name their files before they start, and a job that names a running job's folder waits its turn, so the agents have nothing to negotiate.

We built it for people who make games and want the speed of many agents without handing over the keys.

Four rulesthe studio keeps.

Plans over managers.Coordination is written down before work starts, where you can read it.
Proof over promises.A job is judged by its checks, not by an agent saying it is done.
Your hardware, your accounts.Your project never passes through us. You choose the model and pay for it directly.
You have the last word.By default, nothing merges or ships without your yes.

Build a gamewith a studio behind you.