About subpixel
A mini multiverse of pixel worlds connected by portals.
Every world in subpixel is a small tile map someone made. You walk between them through portals, see other players as you go, and press a key to start reshaping the world you're standing in. Editing is multiplayer and live: drafts are shared, publishes are versioned, and nothing you build is ever lost — every world keeps its full history.
There's no algorithmically generated infinity here. Worlds exist because somebody wanted them to: a home, an island, a dungeon, a town square. The map grows where people walk and build.
What you can do today
- Explore. Walk, jump, and portal between live worlds with other players — in the browser, with keyboard, touch, or gamepad.
- Build. An in-game creative mode with realtime co-editing: several people can paint into the same draft and publish it together. Autotiling terrain, layered scenery, and ready-made multi-tile pieces make it fast to sketch a place that looks alive.
- Belong. Sign in to own worlds, name them at
/@you/place, control who can enter, customize your avatar, and keep a home world of your own. Friendships, whispers, and a Hall of Friendship are part of the world, not a menu.
Where it's going
The aspiration: a place that grows because anyone — human or model — can build in it, and worlds that feel alive when you arrive.
- Bring your own AI. Subpixel speaks the Model
Context Protocol: point your own model at
subpixel.org/mcpand it can read worlds, generate new ones, and edit live next to human players — with the same identity and permissions as any human editor. Subpixel never calls a model itself; the intelligence is always yours. - Models write intent, not pixels. Instead of placing tiles one by one, connected models describe what a place should be — fill this, border that, a path from here to there — and the server validates, repairs, and reports back. Models are much better at reading maps than drawing them, so the tools meet them where they're strong.
- Worlds that feel inhabited. NPCs with authored behaviors and dialog that run deterministically — and, when an agent connects, characters a model can step into and perform. The story data decides the plot; the model performs the character.
- A map that grows where people walk. Portals to worlds that don't exist yet, minted from templates the moment someone steps through. Later: connecting your own agents from anywhere, and offline play on mobile.
The long game is a place — part playground, part wiki, part garden — that's as easy to build as it is to wander.