In development. Waitlist open.
Make a watch game. No code required.
WristForge is a visual game engine for smartwatches. Drag, drop, and wire your logic on a canvas. Build once, deploy twice: Wear OS and Apple Watch from a single project.
One project. Every watch shape and size, handled for you.
Build once, deploy twice
Stop building the same game twice.
Shipping to both watch platforms normally means two codebases, two languages, and two sets of layout headaches. WristForge collapses that into one canvas.
One project, two stores
Your scenes, sprites, and logic live in a single project. WristForge exports a Wear OS build and an Apple Watch build from the same source.
Layouts that adapt themselves
Round, square, small, large. Anchor your UI once and it reflows to every supported face instead of breaking at the edges.
Built for a tiny screen
Touch targets, glance-length sessions, and battery-aware rendering are the defaults, not something you retrofit later.
Who it is for
Made for the people the tooling forgot.
People who have never written code
If you can arrange things on a screen and describe what should happen, you can build a game. No syntax, no compiler errors.
Indie devs and small studios
Prototype a watch idea in an afternoon instead of a fortnight, and ship to both platforms without hiring for two skill sets.
Game jammers
Tiny screens force tight design. Perfect for a 48 hour jam, and WristForge gets you to playable fast.
Hobbyists and tinkerers
Build the silly little game you actually want on your own wrist, then put it in front of other people if you feel like it.
How it works
Four steps from blank canvas to store build.
- 01
Lay out your scene
Drag sprites, text, buttons, and timers onto the watch canvas. Snap them to anchors so they hold up on any face.
- 02
Wire the logic visually
Connect events to actions: on tap, spawn. On timer, score. On collide, game over. Readable blocks, no scripting.
- 03
Preview both shapes live
Flip between a round and a square face as you build, so you catch layout problems while they are still cheap to fix.
- 04
Export to both platforms
Generate a Wear OS package and an Apple Watch package from the same project, ready to submit to each store.
Game types
What you will be able to build.
WristForge is built around the genres that actually work on a wrist: short sessions, one or two inputs, instant feedback.
Tap and reflex
Hit the target before the timer runs out. The genre watches were made for.
Idle and incremental
Numbers that keep climbing while the watch sits on a wrist all day.
Puzzle
Match, slide, and sort. Short sessions that fit a glance.
Endless runner
One input, rising speed, a score worth beating.
Rhythm
Taps on the beat, with haptics doing half the work.
Virtual pet
Something small that lives on your wrist and needs you.
FAQ
Questions worth answering early.
Is it really no-code?
Yes. You build scenes on a visual canvas and connect behaviour with logic blocks. There is no scripting language to learn to make a complete game. Deeper scripting hooks may arrive later for people who want them, but they will stay optional.
Do I need a Mac to ship to Apple Watch?
Apple requires a Mac somewhere in the chain to sign and submit an app to the App Store. WristForge handles building the project itself, and we are working to keep the Apple-side steps as short as possible.
When does it launch?
The engine is in active development and there is no public date yet. Waitlist members hear first, and get access before it opens up generally.
What will it cost?
Pricing is not finalised. The plan is a free tier that is genuinely usable for building and testing, with paid tiers for people shipping commercially.
Do I own the games I make?
Completely. Your project files, art, and published games are yours, and you publish them under your own developer accounts.
Which watches will be supported?
Wear OS and Apple Watch at launch, targeting current-generation hardware on both. Exact minimum versions will be published before release.