WARP

Make a change. See it everywhere.

From typical game-engine build waits to live data patches.

A typical game-engine player build loop can turn a small change into roughly 30 minutes of waiting. Warp is designed for the same kind of feedback to arrive as a live patch in about 30 milliseconds.

Compared to a typical game-engine build and deploy loop 60,000x
Typical game engine build and deploy loop. ~30 min
Warp live patch ~30 ms

Illustrative comparison, not a benchmark promise. Real results depend on project size, machine, platform, assets, and the kind of edit.

Press Play. Play mode starts in about 2 ms.

Game creators press Play again and again throughout the day. In Warp, the measured wait from pressing Play until the game is running in play mode and renders its first frame is about 2 milliseconds. A typical game engine may take 1–5 seconds to enter play mode, making Warp roughly 500×–2,500× faster each time you press Play.

Typical game engine
Warp

500×–2,500× faster to enter play mode

Measured in the latest Warp Mac editor: about 2 ms from pressing Play to the first rendered frame in play mode. Screen presentation can add a small amount of latency; results vary by project and hardware.

Change the game without stopping it.

Edit on the Mac. Keep playing on the iPad. The live link patches the running level in place, so there is no game restart, no level reload, and no lost moment.

Warp native Mac editor showing the Neon Apex Kart Racer scene, hierarchy, material inspector, and project assets
Native
Warp web editor showing the Neon Apex Kart Racer project in Safari
Web

No editor installed? Open the project in a browser.

Warp's web and native editors open the same project, workspace, scene, and live state. A teammate can follow a link and start editing in their browser without installing anything, while others use the native editor on Mac, Windows, or Linux. There is no separate web version and no project copy to keep in sync.

Web Mac Windows Linux More

Open a workspace, not a progress bar.

Warp streams the project state it needs. No blocking setup progress bar, no full reimport, no waiting around just to test another branch.

Compared to a typical game-engine setup wait 3,000x-30,000x
Typical game-engine setup 5 min-1 hr
Warp workspace switch ~0.1 sec

Illustrative comparison, not a benchmark promise. Real setup time depends on project size, network, assets, cache state, and platform.

Everyone works on the same living project.

Workspaces, comments, presence, and review state stay connected to the game itself, so collaboration happens in context.

Shared Workspace
developer
artist
AI agent
level designer
Composite Decorations Gameplay AI change Level design

Try changes. Safely.

Test a new level pass, gameplay tweak, visual polish, or wild experiment without blocking anyone. Turn ideas on and off, compare versions, keep what works, and move on.

Paste a link. Open the exact state.

We call it Deep State—because the link goes much deeper than a page. Warp links can point to a project and its project data, but they can also carry you into a specific game state. Share what you are building—or the precise moment you need someone to inspect.

Project context Open the right project, workspace, scene, selection, and project data.
Game state for QA Reopen a captured runtime state so QA can inspect and reproduce the exact conditions behind a bug.

That makes a Warp link more than a destination. It becomes a powerful, reproducible handoff between creators, QA, and agents.

Let agents work. Keep your flow.

Codex and Claude Code connect through the official Warp plugins. Claude, Claude Desktop, and Cowork use the native Warp Connector. Every supported surface authenticates with OAuth against the same permanent Warp service, so setup does not depend on a pasted prompt or a per-project server.

Connect once The plugin or Connector keeps one authenticated connection to Warp. Each task then selects an explicit project, workspace, and scene.
Reviewable by default Mutations begin as a separate Warp change. Inspect the result in the running project, then accept only the changes you want.
Real authoring tools Agents inspect the available schemas and APIs, author ordinary OpenUSD, components, assets, and Lua, then validate the result—without canned genre shortcuts.

How it works.

Published August 3, 2026 · Editor checksums: Mac · Windows · Linux · Portable Linux AppImage · checksum
Player checksums: Mac · Windows · Linux · More platforms will be supported. · Windows Editor and Player builds are unsigned, so SmartScreen may warn.