App Game Kit is a powerful game development engine, ideal for Beginners, Hobbyists & Indie developers. Now anyone can quickly code and build apps for multiple platforms using AGKs BASIC scripting system. With just a few commands you can have demos/games up and running on mobile devices. Bob Duffy, Developer Relations Intel Corporation, said “AppGameKit is a great cross platform development tool. It allows developers to quickly optimize and compile apps.”

Games can be developed and deployed to your chosen mobile devices for rapid prototyping. AGK does all the heavy lifting for you - making it easy to code, compile and then export apps to each platform. All you need to focus on is your game/app idea. It's that simple!

AGK also caters for more seasoned developers, allowing you to use the AGK C++ libraries and benefit from all the features of AGKs core game engine. A great example of this Echoes+ developed by Binary Zoo and now FREE to download on STEAM;



You can create games with AppGameKit on Windows, Mac or Linux devices. The games you make with it can then be exported to run on;

  • Windows
  • Mac
  • Linux
  • iOS
  • Android (inc Google, Amazon & Ouya)
  • HTML5
  • Raspberry Pi (free from TGC website)


  • Cross platform Geany editor
  • IntelliSense
  • Code folding
  • Colour schemes
  • Edit multiple projects
  • Fast Compiler
  • Full de-bugger
  • Broadcast direct to device
  • Export to exe, app, ipa, apk


AGK 2 has commands for all the important areas of game creation. These can all be called as BASIC commands or as library calls in C++ and XCode.

3D Graphics

  • 3D Primitives
  • 3D Bone Animations
  • Shaders
  • Lighting
  • Ray Casting
  • Camera controls
  • Meshes
  • Formats supported: .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3 .obj and .ago

3D Physics

  • Character controller
  • Ragdoll
  • Joints
  • Rigid Bodies
  • Contact reports
  • Raycasts
  • Physics world commands
  • Compound collision shapes

2D Graphics

  • Sprites
  • Particles
  • Shapes
  • Text
  • Fonts
  • Tweening
  • Spine support
  • Blend modes
  • Image formats: jpeg, png


  • Box 2D collision

Rendering Control

  • Shaders
  • Render to Image

Sounds & Music

  • Play sound files
  • Play music files
  • Sound formats: Wav
  • Music formats: Mp3, Ogg, M4a
  • Blending Sounds
  • Change sound pitch and balance

User Input

  • Mouse
  • Multi Touch
  • Controller support
  • Joystick/Virtual Joystick
  • Keyboard
  • Edit box
  • Buttons


  • Video playback
  • Network (broadcasting, messages, shared variables)
  • File I/O
  • HTTP
  • Memblocks
  • Sensors
  • GPS
  • Social feeds - Facebook & Twitter (iOS & Android)
  • Adverts
  • In-app purchase (iOS & Android)
  • Game Centre (iOS & Android)
  • Notifications (iOS)
  • Rate this app (iOS)
  • Time & Date
  • Camera access
  • QR codes
  • Zip archiving
  • Extensive Help & tutorials
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Rogue Machine – Universe

"Armed with two laser pistol / laser sword combo weapons, you're a rogue machine in a fascist universe."

When first I wrote the blurb for Rogue Machine I wanted something simple: “Third person action sci-fi roguelike”. However, this didn't meet the minimum number of characters required by IndieDB which is how I ended up describing the game being set in a fascist universe. The only problem is that it was pretty meaningless as I had no real idea what the game was about and I had every intention of changing it as I developed the game. However, I grew to like it and then set about the challenge of actually showing this.

Rogue Machine universe

One of the things I realised was that the player would have no sense of the world / universe the game is set in, with no context for the action. For a fantasy style roguelike this isn't much of a problem as the player can just assume any kind of Tolkienesque fantasy world outside the dungeon the game is set in and that the player character is treasure hunting. The sci-fi world of Rogue Machine is more difficult to imagine and the motivations of the protagonist more difficult to understand.

So the opening sequence is my attempt at portraying a fascist / oppressive universe and to put the game in to some kind of context. How the player interprets the details of the opening sequence is pretty much up to them.

Whilst there are other cut scenes, it's not my intention to tell a detailed sci-fi story but to give just enough of a narrative to give the player a sense of a wider universe outside the grey corridors of the main game and that they're actions do have consequences across multiple galaxies.

Rogue Machine universe

The universe map is split into galaxies, each galaxy contains a number of star systems, each star system contains planets and each planet represents a stage of the game, with each stage being a number of levels. So far there are seventy three planets but I've not yet figured out the last galaxy.

Rogue Machine universe

Rogue Machine universe

During the game the player will visit the various galaxies, star systems and planets but Rogue Machine is not a open world or sandbox game. The player cannot travel between galaxies as they see fit and the game progresses in a fairly linear fashion. I say “fairly linear” as the player can make a few limited choices and the order in which they visit galaxies, star systems and planets is not entirely fixed. However, I have to admit that these choices will be pretty uninformed. For instance, the player will know how many planets are in a star system but won't know any more about the individual planets before travelling to the star system. On the map screen there is a bit of space to add some detail so I might add some more detail. Travel is also one way, once a player has gone to a particular galaxy they need to go to all the planets in all the star system before they can leave the galaxy. Whilst this may be restrictive it makes it easier for me to set the difficulty curve and to tell the story.

Rogue Machine universe

Rogue Machine universe

Earlier I mentioned that there are seventy three planets. As it turns out this works out to be over two hundred levels. When I first started making Rogue Machine and writing these articles, I mentioned that I didn't want this many levels as it could lead to the game being too repetative. I am now currently trying to add more features, more npcs and styles, the challenge for me is to make sure that the game has enough going on to keep the player interested.

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The best of all!

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Finally on IndieDB! TGC's products are my preferred tools!

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AGK is awesome! I have been using AGK for three years now and couldn't be more satisfied. Its easy to pick up and get started. Three weeks after purchasing I had my first game published to Google Play and since have two more. Constant updates keep you on your toes!

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AGK is the best tool to create 2D games, and even to create 3D games, it's an amazing tool.
IT's very simple, easy, a lot of example and doc, lots of functions...

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AGK is the best program you can buy for Developing Iphone, Android, PC and others. Its fast, compiles faster than any other Game Development systems, trust me , I own them all!

It is under 60 bucks, makes games that run very fast, has built in physics engine so it does most of the work for you,

Go to The Game Creator site and see for yourself, its amazing what this program can do!

And I would have rated it a 10 if I could, but this site limits new members to 8?

I dont understand this rule, because its a false rating, but I dont make the website here, i just visit it.

Nice site here!, bad rating system, sorry, i call em as I see em!

Reply Good karma Bad karma+3 votes

I've coded 5 games in AGK and one of them is featured here on Desura ; it works quite well and is very well suited to 2D games.

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Love this "engine"! A joy to code in, supported by a fantastically personal company and possibly the best forum members in the world!

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Highest Rated (4 agree) 10/10

I've been using AGK for about 6 months now and I really like it.
it is definitely one of the better options for app programming

Mar 13 2013 by MissJoJo

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