Plug your game into the network.

Build a game with Claude Code. Add Uncanny Games. Your players appear in the world leaderboard, your matches stream to the news wire, your top streaks get broadcast on /live. Five lines of JavaScript.

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QUICK START

Five lines.

Drop the SDK into any web game. Initialize once, record matches as they happen. The platform takes care of the rest โ€” leaderboards, profiles, broadcast surfacing.

// In your game's HTML head: <script type="module"> import { init } from 'https://uncanny.games/sdk/uncanny-games-sdk.js'; const unn = init({ gameId: 'tic-tac-toe-uncanny', apiKey: 'unn_pk_xxxxxxx', }); // When a match ends: await unn.recordMatch({ winnerId: 'player-uuid-a', loserId: 'player-uuid-b', score: { winner: 3, loser: 1 }, durationSec: 240, mode: 'ranked', }); </script>
Using Claude Code? Tell it "add Uncanny Games". The uncanny-games-network skill walks Claude through the integration end-to-end โ€” SDK install, identity wiring, match calls, smoke tests. Five minutes from first prompt to live leaderboard.
WHAT YOU GET

A backend you don't operate.

API REFERENCE

Three endpoints.

Base URL: https://api.uncanny.games/extern/v1

Every request: Authorization: Bearer unn_pk_... + X-Uncanny-Game-Id: your-slug

PRICING

Free during the beta.

Up to ~1,000 matches per day, no charge. Above that the operator (Virtual Worlds Co.) needs a heads-up โ€” server costs are real, and we'd like to talk before scaling.

Editorial standards apply โ€” games on the network can't ship hate, gore, or explicit content. Borderline games still work mechanically; they just don't get broadcast on the news wire. Press contact for grey-area questions.

STATUS

Beta.

The SDK is shipped and the integration recipe is final. The server endpoints land in manual-key-approval mode while we ramp โ€” email for a key and we'll turn one around inside a day. If you're building a Claude Code game right now, mention that โ€” Claude-built integrations are the network's primary target audience.

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