App Game Kit 2 is an easy & instant game development engine, ideal for Hobbyist and Indie developers. Choose to code in AGK BASIC or use our libraries in C++ & XCode. Write your code once and deploy easily to multiple mobile & desktop platforms.
User reviews:
Very Positive (100 reviews) - 82% of the 100 user reviews for this software are positive.
Release Date: Nov 21, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy App Game Kit

Packages that include this software

Buy App Game Kit - Beginners Bundle

Includes 3 items: App Game Kit: Easy + Instant Game Development, AppGameKit - Giant Asset Pack 1, The Official App Game Kit Beginners Guide

SPECIAL PROMOTION! Offer ends October 24

Buy App Game Kit - Education Bundle

Includes 5 items: App Game Kit: Easy + Instant Game Development, AppGameKit - 3D Asset Pack, AppGameKit - Games Pack 1, AppGameKit - Giant Asset Pack 1, AppGameKit - Giant Asset Pack 2

Buy App Game Kit - Premium Bundle

Includes 4 items: App Game Kit: Easy + Instant Game Development, AppGameKit - Giant Asset Pack 1, AppGameKit - Giant Asset Pack 2, The Official App Game Kit Tutorial Guide


Recent updates View all (35)

September 7

App Game Kit Version 2.0.21 Released!

We're proud to announce a new and free upgrade to App Game Kit, bringing you many fixes, tweaks and some cool new features.

Here's a complete run down of what's new in AppGameKit V2.0.21


  • Fixed SetVideoVolume causing a crash on Android
  • Added PlayVideoToImage command to play videos on to an image instead of displaying them on screen on iOS, Android, and Windows

  • Added SetDeviceCameraToImage to display the device camera onto an image, works on iOS, Windows, and Android 4.0.3 and above
  • Added GetNumDeviceCameras to return the number of cameras available on the device
  • Added GetDeviceCameraType to check whether a camera is front or back facing

  • Fixed CreateObjectFromObjectMesh causing a crash if the mesh uses bones
  • Fixed LoadObject and LoadObjectWithChildren failing to load after about 600 objects had been loaded
  • Fixed SetObjectScalePermanent causing the object to be incorrectly culled from view if it used bones and was made bigger
  • Changed ObjectRayCast to check the bone bounding boxes instead of the mesh on animated objects, it won't be 100% accurate compared to the mesh but it will take animations into account

  • Fixed SaveImage not creating any missing folders in the save path
  • Fixed GetImage only working on Windows
  • Improved the resizing performance of LoadImageResized by using the GPU to do the scaling
  • Removed the caching ability of LoadImageResized as it is no longer beneficial due to the better resizing performance
  • Fixed GetCapturedImage not returning a valid image on Android
  • Fixed frame buffer warning on Mac if SetRenderToImage is used without a colour image

In App Purchasing
  • Added Amazon IAP support to the IAP commands
  • Fixed GetInAppPurchaseLocalPrice() returning the incorrect price for the given index on iOS

  • Added StringToBase64 and HexToBase64 commands to convert strings to Base64

  • Fixed SetHTTPHost username and password not being set correctly on Windows, Mac, and iOS

  • Fixed Broadcaster sometimes failing to send large projects to a device

  • Removed lower limit of 0.1 on SetParticlesFrequency, 0 can now be used to pause particle emission whilst allowing existing particles to continue

  • Fixed UpdateTweenText, UpdateTweenChar, UpdateTweenObject, and UpdateTweenCamera not doing anything

  • Fixed ViewFile, ShareText, and ShareImage causing a crash when exporting for Amazon or Ouya
  • Fixed ViewFile, ShareText, and ShareImage causing a crash when used in Tier 2 on Android

Sound & Musi
  • Added SetMusicSystemVolumeOGG to control global volume for OGG music files
  • Fixed StopSound(0) not resetting all the instance counts for GetSoundsPlaying and GetSoundInstances
  • Fixed OGG music not resuming on iOS after the app has been in the background
  • Fixed PlayMusicOGG failing to loop in some cases
  • Fixed GetSoundInstancePlaying taking up to a second to register the end of a sound instance on Android
  • Made Android pad any sounds that are shorter than 175ms with silence as they wouldn't play on some devices if they were shorter than this

Shared Variables
  • Added an error message if SaveSharedVariable is used with a variable name that is too long on iOS
  • Fixed Android shared variables not working across multiple apps
  • Note that this version will not be able to access shared variables saved with a previous version on both Android and iOS
  • Removed the requirement to set the SharedUserID on Android for shared variables

Adroid Platform
  • Added SetImmersiveMode command to hide the navigation bar on Android 4.4 and above
  • Fixed some Android devices not registering touch move events
  • Amazon and Ouya exports now have a minimum Android version of 4.0.3 to match their devices, Google export remains at 2.3.3
  • Added quotes around the keystore and alias passwords when signing APKs so that special characters don't cause an error
  • SetRawWritePath now works on Android, allowing you to set the write path to the public sdcard folder
  • Changed GetDocumentsPath on Android to return the path to the public sdcard folder (which usually isn't an actual sdcard)

  • Fixed DrawBox freezing the app on Windows if the window is minimized

Local & Push Notifications
  • Fixed local and push notification icons appearing as a white square when targeting above API 19 on Android
  • Added notification icon field to APK export dialog to chose your own notification icon

iOS Platform
  • Fixed iOS alarms and phone calls preventing the app from playing sounds and OGG music when it resumes

Linux Platform
  • Fixed Linux IDE not being able to open the PDF DLCs from the menu
  • Removed PlayMusic on Linux to support a wider number of releases. Use PlayMusicOGG instead

  • Updated Chartboost SDK on Android to 6.4.2
  • Updated Chartboost SDK on iOS to 6.4.7

QR Codes
  • Fixed EncodeQRCode not producing the correct QR image
  • Fixed DecodeQRCode not returning the correct text for a QR image

  • Added an extract from the Tutorial Guide to the help files
  • Updated the developer tips section of the help files for the latest changes

We hope you find this new update useful and if you have any feedback then please post in the online forums.

The AppGameKit Team

2 comments Read more

August 2

Official Guides Updated

We are pleased to announce that the AppGameKit Official Tutorial Guide and Beginners Guide have been updated by the author Alistair Stewart and will be automatically updated on your system the next time you log into your Steam account.  The revision is marked July 2016 in the revision notes for those who want to know which version of the book they own.  The AppGameKit Tutorial Guide is crammed with everything you will need to learn AGK Tier 1 from scratch and is a valuable resource for the budding app developer.

You can find out more by following this link:

4 comments Read more

About This Software

App Game Kit 2 is an easy, instant game development engine, ideal for Beginners, Hobbyists & Indie developers. Now anyone can easily and 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 “AGK is a great cross platform development tool. It allows developers to quickly optimize and compile apps.”

Games can be developed and instantly 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;



  • Windows
  • Mac
  • Linux
  • iOS
  • Android (inc Google, Amazon & Ouya)
  • Blackberry

  • 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
  • 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

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2 or better
    • Processor: Intel Celeron / Athlon Sempron or better
    • Memory: 1 GB RAM
    • Graphics: Open GL 2.0 compatible or better
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: N/A
    • OS: Windows 7 or better
    • Processor: Intel Core 2 / Athlon 2 X2 or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia Geforce 470GTX Titan / ATI Radeon 5850 or better
    • Storage: 2 GB available space
    • Sound Card: N/A
    • OS: Mountain Lion 10.8 or better for IDE (10.7 for compiled apps)
    • Processor: Intel Celeron or better
    • Memory: 1 GB RAM
    • Graphics: Open GL 2.0 compatible or better
    • Storage: 3 GB available space
    • Sound Card: N/A
    • OS: Mountain Lion 10.9 or better
    • Processor: Intel Core 2 or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia / ATI (shader model 4.0+, year 2009) or better
    • Storage: 3 GB available space
    • Sound Card: N/A
    • OS: Ubuntu 14.04 (may work with others)
    • Processor: Intel Celeron / Athlon Sempron or better
    • Memory: 1 GB RAM
    • Graphics: Open GL 2.0 compatible or better
    • Storage: 2 GB available space
    • Sound Card: N/A
    • Additional Notes: Requires Zenity for file browsing
    • OS: Ubuntu 14.04 (may work with others)
    • Processor: Intel Core 2 / Athlon 2 X2 or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia Geforce 470GTX Titan / ATI Radeon 5850 or better
    • Storage: 2 GB available space
    • Sound Card: N/A
    • Additional Notes: Requires Zenity for file browsing
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (100 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
71 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
157 of 173 people (91%) found this review helpful
18 people found this review funny
172.3 hrs on record
Posted: June 2, 2015
I wish that Steam would implement a star rating style system, so that we have more choices than just "recommend" or "don't recommend". I do recommend the App Game Kit; it really does make writing games (especially for mobile) fast and easy. Also, the possibility to write once and target multiple platforms is really nice.

That said, I do have some complaints, but they don't stop me from recommending. Ultimately, I'd like to give the software... maybe a 7/10? If you are already familiar with programming there will be a number of things that feel awkward about programming with AGK's Tier 1 custom language. This is especially true if you are used to object oriented programming. It's not a show stopper, and you should be able to work out how to do what you want to do, but it can cause some headaches when you want to do things that have become second-nature that simply can't be done that way here. There are no objects, no pointers, very few datatypes, and essentially no scope management aside from functions. Global variables, something generally frowned upon in best-practices for most languages, are almost unavoidable here. One can use the Tier 2 system, which allows for coding in an external compiler and just use the AGK libraries, but then you lose the cross-platform targeting, which is one of the beauties of this system.
The documentation is often sparse and occasionally inacurrate, and the user-submitted code samples they include should be taken with a grain of salt - they are often useful to get the idea of what the API functions do, but they often get the details wrong, especially when you get into the 3D functions. The program IDE itself is pretty sparse, and the autocomplete/hint system very quickly gets confused about uer defined type structures and functions. The debugger is only somewhat useful - if you're used to any enterprise level IDE you will be very dissapointed in the features there.

Oh, I almost forgot to mention something that came as a bit of a surprise to me. Maybe I didn't read closely enough, but I did not initially realize that to deploy to iOS, you need to be running on a Mac. Period. As far as I can tell, there is no way to deploy an iOS app from Windows or Linux. The menu item is there, but it tells you it needs Apple's XCode to be installed. So that kind of diminishes the whole "target multiple platforms" perk. It still counts, but with an asterisk.

If the devs ever read this, the one language feature I would wish for (out of the many that I think would be nice) would be function pointers. If you could implement function pointers, then we could come close to some simple OOP, which would be nice.
Oh, man, I just started trying to use arrays, and holy hell. I said the one feature I would ask for is function pointers? Well, strike that. Fix the ♥♥♥♥♥♥♥ arrays first. After banging my head against the desk for about an hour, I finally noticed something in the docs that I had overlooked:
Note that because arrays start at index 0 and allow the size parameter as a valid index, an array defined as "DIM myArray[2]" or "myArray as integer[2]" would have 3 elements (0,1, and 2) but array.length will return "2" to reflect the size parameter that was used to declare it. Therefore an array of length 0 has one element and an empty array will return the length "-1".
Seriously, what? myArray as integer[2] would have 3 elements? An array with 0 elements returns a length of -1, and an array with 1 element returns a length of 0? What? The developers of this software obviously must know how to code, otherwise how could they create the software in the first place? But knowing how to code, how could they possibly think that made any sense at all? I can think of no language I have ever used that works like that, ever. I understand that some things are done in this system to make it more useable to non-coders, but that is super unintuative.
For the sake of all that is holy, please fix that insanity.

Still, if you're looking for a way to quickly create games, especially mobile games for both Android and iOS, this is a good way to do it. It could use some improvement and polishing, but it does get the job done.
Was this review helpful? Yes No Funny
160 of 180 people (89%) found this review helpful
4 people found this review funny
10.6 hrs on record
Posted: November 21, 2014
A little background for context: I have been coding for 30 years in a wide variety of languages and using AGK, and more recently AGK2, for a couple of years now.

So let's clear something up straight away, despite the name AGK isn't just for creating mobile style apps, it can create anything you want on a multitude of platforms. Your imagination is the only real limit.

If you're a beginner or just prefer it then you can code in good old BASIC, or like me you might prefer to use C++ and the added flexibility that brings. Whichever you choose the comprehensive list of commands and features within AGK2 are identical (all explained well in the supporting help files).

In today's constantly changing market no language can afford to stand still and the developers at The Game Creators have realised that too. They are always listening, with feature requests, updates and bug fixes dealt with promptly and the AGK user community are always consulted on any major decisions. It's a language whose future we can all help shape.

The one area I was initially skeptical of was the claim that you could "code once and deploy easily to multiple mobile & desktop platforms". Surely some platform specific changes would be required? Well no, once you have your development environment setup it really does do what it claims. PC, Mac, iOS, Android, OUYA etc. it works. Want to develop for the iPhone but don't want to deal with Object-C? No problem, with user-friendly AGK2 you'll never see a line of Obj-C code.

AGK2 is already a great language to work with, The Game Creators plans for the future are exciting (advanced 3D, extra platform support etc.) and the current price really is unbelievable.

If you're a developer, whether an absolute beginner or experienced, I recommend you look at AGK2.
Was this review helpful? Yes No Funny
100 of 106 people (94%) found this review helpful
1 person found this review funny
80.9 hrs on record
Posted: November 22, 2014
AGK2 isn't prefect and I can tell you it's a waste of time to compare it with Unity or UE4. For one they are two different animals.

One of the biggest's question is ..... *drum roll* ... Yes!, you do need a bit of programming understanding/knowledge and if you don't then I'd suggest trying out and see if you seems to understand it then look into learning AGK Basic.

- AGK Basic! (If you have never programmed before in your life and wish to try out programming then this is a great start)
- C++ Support (I'm a C++ fan)
- Visual Studios Community/2013 template support
- Lots of AGK Basic example projects (I was a bit shocked by this)
- Has an interesting stream app so you can see it on things like on mobile without having to upload it to the device.
- It's a library and not an engine editor like Unity (I think this is a pro because I'm not weighed down by stuff I don't need)
- Multiplayer support (Basic support but since you can use C++ you can add a different one)
- You can make apps and games (It's a library so you have total control)
- it's very cheap for a full library that is easy to pick up and go
- Cross Platform Support for games (Windows, Mac, IOS, Android, Linux)

- I think it lacks on the documentation side (It could use more I think)
- It's a library (yes this is a con too because it's a lot harder to pick up compare to like Unity but once you do it's so worth it)
- Without looking stuff up, it can be a bit overwelming to get started. (Well what isn't?)
- No level editors (Well it's not an engine editor so this is excepted, It's not Unity)
- No Linux Editor

Here is the Documentation:

If you are intrested in this then I'd say try out the demo on steam or their web site.


You may think I'm bias but it is harder to find cons with a library then an editor. Only things a library can do wrong is not have a certain command not implemented. The rest is up to you to build. It's true I've nevered like Unity or UE4 but that is because I do prefer Libraries like SFML or SDL and this is just something else that is fun to play with and see what I can make.
Was this review helpful? Yes No Funny
125 of 157 people (80%) found this review helpful
12 people found this review funny
Not Recommended
0.2 hrs on record
Posted: January 8, 2015
While I would recommend this program for mobile and cross-platform 2D development, I feel that development has been wayyyy too slow for 3D as well as for other important features. Also, don't pay attention to the hours I've spent on the Steam version. I've used the standalone AGK 1 and AGK 2 for hundreds of hours (version 1 and 2 are pretty much identical, even at this point in my opinion).

A little story for context: I originally had bought AGK 1 almost 2 years ago when it was priced at $60. For the price, it was a solid program with an incredibly easy learning curve (this is a HUGE strength). It's huge weakness though was exporting iOS and Android apps (the process was just ridiculous-they had like a 70-step guide or something that was missing steps and stuff). Then, AGK 1 had trouble getting funding because it seemed that it was underpriced for what it offered. Then, the AGK 2 came along (as part of a massive Kickstarter campaign) to replace AGK 1, promising a bunch of new features and such. I understood that they made a business mistake, and I wanted to help them out, so I pledged (you also got the beta version). AGK 2 luckily fixed the export with a new IDE and such.

Anyway, I spent months on a 3D mobile game (probably my most impressive and time-consuming project to date) since 3D animation was promised to come out a few years ago, but still has yet to arrive. In fact, I stopped working on the project a year ago, waiting for the promised 3D animation, and it's still a long way from coming. What's worse is that there were other stretch goals for 3D that haven't even been touched yet. The worse part about all of this is that the deadlines for when these features would arrive were months, if not years off, which made it difficult to plan. This isn't even just for the 3D parts, certain 2D features have also taken absurd amounts of time to be released.

Unfortunately, since those almost two years, not too much else has changed. I don't want to give a negative review (I wish you could use neutral) for AGK 2, because I feel that it's worth the money for 2D games. However, this product continues to frustrate me on how little it delivered from what was promised. I really don't understand how long it can take to incorporate 3D animation or even some other 3D commands; it really shouldn't be that difficult. It appears that the product is understaffed (I think there is like one programmer working on it for like 5 devices), and the countless delays and limited updates (both in scale and in time) have really made this product suffer. It really is a shame because this product could have been so much better.

Anyway, sorry for the rant. It is a decent product if all you wish to use it for is 2D stuff, but its 3D has been lacking for years. I know it doesn't advertise this on the store page, but it is part of the product as well as other promised 3D features. If you are expecting features in the future, it's too hit-or-miss.

In short, the 2 after AGK is so misleading, it really should just be called AGK 1, and even then, an incomplete version.
Was this review helpful? Yes No Funny
53 of 63 people (84%) found this review helpful
683.5 hrs on record
Posted: November 21, 2014
AGK is a great software for the beginning coder, home dev, indie dev and also for those who want to use c++.
The great thing about it is it´s two tiers. This means that you can begin to code in agks powerful and easy basic, and later switch to c++ or xCode and use the agk library inside those. This is a fantastic Idea and a great way to have a software that follows your own progression as a coder.

But the basic is very powerful in itself. If you are a starting programmer you have a lot of power in your hands. But you have to write code. This is not a drag and drop enviroment. But this is a very good thing. You will actually start to learn proper coding in a fun way. The syntax is really easy to get into and it gives you instant results.

I have used a lot of development enviroments like this and AGK takes me back to the good old days of AMOS on the amiga. With today´s power. Higly recommended and fun coding.

This is the products I own and have used before :
Game maker
Blitz Basic
Darkbasic Pro

I like to add that I´ve been using AGK since 2012 and followed it´s progression from version 1.
Was this review helpful? Yes No Funny
48 of 56 people (86%) found this review helpful
2 people found this review funny
787.8 hrs on record
Posted: July 6, 2015
AGK2 is not a drag-and-drop game maker, it's a programming language like Blitz, DarkBasic or Amos. I always loved dabbling with those programs and I love this one too. It's an easy transition to AGK2 if you're familiar with any style of BASIC coding, and there's plenty of room to get more technical if you want to - but you don't have to. It works extremely well, and really does produce results that work perfectly on any android or iOS device. Being a language, you can do what you want with it - I've made and published a side-scrolling shooter, a quiz game, a 3D crossy-road-a-like (3D is workable but pretty basic at this point, although an upgrade to the 3D is coming) and currently I'm working on a physics-based game. The physics handling in AGK2 is excellent and by far the easiest to use I've ever seen. If you're prepared to put in the time and the polish, there are very few games on the Android Play that couldn't have been made with AGK2. Another thing I like is that end results have no watermarking. There are no forced splash screens or tell-tale signs. Most people would only know you'd used AGK2 if you told them so.

If you're a hobbyist or beginning programmer who not only enjoys making games but would like the opportunity to actually offer the finished result on a global scale, I highly recommend this superb software.


Updating the review because AGK itself is updating all the time. The 3D is now vastly improved since I posted this review, and now even handles 3D physics. You can even output your games to HTML5, upload it and anyone can play it in their browser. There have also been countless bug-fixes and improvements. I paid £30 for AGK in a steam sale, and now have one app on the play store that makes me ten times that every month, a very welcome additional income to a student. It would never have been possible for me to achieve this without this excellent software.
Was this review helpful? Yes No Funny
56 of 69 people (81%) found this review helpful
2 people found this review funny
2,189.1 hrs on record
Posted: November 21, 2014
I've really enjoyed using App Game kit and have created a number of published products using it. It may seem a little daunting at first but once you read through the examples and experiment with a few lines of code it all makes sense. You can learn the areas that you want to focus on to start with and it’s a quick way of realising your ideas on a number of platforms. I have struggled with other languages and have found the learning curve incredibly high and I guess AGK brought me back to my childhood in many ways to when I was 9 coding on a Sinclair spectrum. I say this because you can get visual results quickly and easily which is very rewarding. AGK is also a great way for kids to start programming and it’ll encourage them to learn new techniques and explore their ideas further. Why shouldn’t you make the games you always dreamed of playing? So, if you want to make games at an affordable cost and publish them easily on a number of app stores / platforms then I recommend AGK.
Was this review helpful? Yes No Funny
41 of 47 people (87%) found this review helpful
5 people found this review funny
1,107.7 hrs on record
Posted: November 1, 2015
I've changed my review. I thought about deleting it and posting a whole new review, but then I decided to keep it so TGC's intentions to make AGK functional on Linux would be documented in the comments. If you would like to see the old review, so you'll have some context if you read the comments, click here.

Okay, I've got better things to do with my time now that AGK on Linux has notably improved, and 2 lengthy reviews is 2 too many, so let's get down to brass tacks.

The Great:

  • Players
  • Write code once for all platforms
  • Physics engine already built in
  • Tier 1 BASIC language

Players - These are programs that let you test your games on different platforms without needing to compile, reboot, or transfer code/executables to/on said platform. You simply copy over the player once, run it, then click the broadcast button in the IDE on the machine you're writing the code on, and you can test any game any time you want. For example, I gave my wife a copy of the Windows player, while I write code on my Linux machine. Then when I want to see how well any game works in Windows, I ask her to run the player, I click broadcast and boom, the game is running on her machine. I can then click "stop broadcasting", switch to a completely different game project, click broadcast again, and boom, now that game is running on her machine. It's a fantastic tool, but it too has it's limitations, the biggest being players only work on your LAN. You can't give a player to your online friends and expect them to help you troubleshoot.

Write code once for all platforms - In case it wasn't obvious by the previous point, all code you write really does only have to be written once for all platforms. Well, within reason anyways. Occasionally you'll bump into a quirk or two, it's unavoidable. But if you don't know how many gold star stickers AGK deserves for having an API who's code really does only need to be written once(give or take), then you clearly don't know how much of a razorblade in the colon writing a port is. Java has been waving the 'cross-platform support' flag for eons and I can't even count the number of times I've seen a Java game have huge platform specific bugs and issues. So it's at least better than that.

Physics engine already built in - If you've ever looked into 2D game development before, then you've probably already downloaded (and maybe even compiled) a few SDKs, read their 'getting started' sections, and began putting PNG files into the project directory before you realized the SDK comes without any physics engine installed. Then you spent a few more hours googling "how to install physics engine", before giving up on the whole thing and going back to photoshopping funny faces on to old cartoon characters(cause at least that's doing something productive). Well, you don't have to worry about that with AGK. Box2D is already installed, configured, and ready for you to make the next Angry Birds clone. All you need to know is the list of built-in functions, which happens to be arranged neat and tidy on their website. A+ for that.

Tier 1 BASIC language - There are 2 programming tiers in AGK; BASIC and C++. I've used C++ quite often in the past, but unfortunately these days I can only do most of my programming when I'm half asleep and languages like BASIC are more forgiving with their syntax. BASIC is also very beginner friendly which makes it ideal for the audience AGK is aiming for. I think LUA would be a better choice since it's a much more powerful and versatile language, but BASIC is fine too albeit having an archaic feel. The larger point here is, if you've ever used a simple language like LUA then it should only take you a few minutes to learn BASIC. If not: spend the 3 minutes it takes to learn LUA, then come back and learn BASIC.

The Bad:

  • No level editor
  • Customer support

No level editor - I know this has already been officially addressed and I applaud TGC's ambitions for hoping to eventually add a level editor, but that doesn't change the fact you don't get one when you buy AGK. My view on this remains unchanged from what I said in the previous review. Not that I'm unsympathetic. Making an intuitive, flexible and powerful level editor that's also easily usable by beginners, is no simple task. If it were, more would exist and Tiled would be out of business. Still, for $80 software proudly boasting what kind of 2D games you can make with it, one would assume a 2D level editor would be included. The community has tried desperately to fill this void themselves by making their own level editors, and loaders/compatibility layers for other tools (such as Tiled) but, spoiler warning, they all suck. I'm sorry, but they really do. Without some kind of level editor, you will have to manually program each level by assigning a huge list of sprites to their respective X and Y coordinates. The solution I went with was to take the most stable community made level editor I could find, and rewrite huge chunks of it to suit my needs. I hope to one day finish it.

Customer support - I'm sure it seems hypocritical to put this on the list after everything that happened in the comments below, but remember: I wrote the old review because I spent 4 long months trying to get help with serious, project killing bugs and never got a single response. And it's not like the AGK forums here on Steam are that active, I opened a new topic 3 days ago and it's still on page 1 with 0 responses right now. Naturally, I gave up trying and decided I needed to warn others of AGK's Linux/SteamOS issues, and that's when I wrote that review. I'm going to state the obvious now. The only reason I got any response at all was because I wrote a review that was hurting AGK's image on Steam. Maybe it's too presumptuous to say the bugs I and other AGK users were dealing with wouldn't be fixed now if I didn't write that review, so I'll just say they wouldn't have been addressed. It should never get to the point that users have to write negative reviews before the bugs they're reporting will be fixed or even acknowledged. Especially since all it would take is a daily glance at the AGK Steam forums. I'm hopeful customer support will improve but only time will tell.

What You Came Here For:

I'm giving it a thumbs up, not because I think you should buy it, but because AGK does what it sets out to do. It is a very simplified game development kit that's compatible with Linux, SteamOS, Windows, Android, iphones, Macs, just to name a few, and it is accommodating for use by people who want to make the jump from gamer/scripter/game modder/CLI programmer, to actual game developer. But is it worth buying? Well, that depends. If you're determined, I believe you can do a lot with AGK. If you're not, you'll at least gain more of an understanding of how much work goes into making a game. Personally, I think $80 is a bit steep for what it offers so you might consider waiting until it goes on sale. In the meantime, start researching sine and cosine functions.
Was this review helpful? Yes No Funny
31 of 36 people (86%) found this review helpful
1 person found this review funny
95.0 hrs on record
Posted: January 21, 2015
I havent finished any game with it yet, but its already a very workable tool. The IDE is great imho, and the built in funtions seem extensive and solid. I would like to see going forward the IDE integrate with Tier 2, so you can use C++ as well, at the moment you can only use BASIC in the IDE.

I would like to see them add support for more recent versions of Android, as I believe the Android SDK they use is max 3.2.

But I would recommend if you want a tool that makes cross platform development less of a head ache.

** Update 14/03/2015 **

OK I have spend more time in AGK now and personally its becoming my favorite development choice. Ive also used the AGK Tier 2 C++ commands in Visual Studio and it works flawlessly.

If anyone is looking for a set of tools (not drag and drop like some "toy tools", that you can learn to code/ but also crerate real apps/game) then this IS the product for you.

The IDE functionality is brilliant, and with the upcoming debugger its only going to get better :)

IF i had one complaint it would be that the TGC team is to small, hence updates are very slow, and they seem to only have one man on this project which isnt enough.

Things like th third party plugins suffer because of this, I.E. There is NO Google Play Games functionality, which for a tool aimed at mobile game dev is a MASSIVE problem, i cannot stress this enough!!!

Would i recommend, yes 100%, but be aware of what it can and cannot do YET, by asking either here or the main forum.
Was this review helpful? Yes No Funny
28 of 31 people (90%) found this review helpful
1 person found this review funny
54.4 hrs on record
Posted: January 3, 2015
Overall, I think this is a good product. Not great--not yet at least--but good. I see what this company did with DarkBasic and I hope that they intend to stuff as much of that as they can into APK2, and the indications are that they intend to do just that. I tried GameMaker last year, and I found that the games I was interested in making didn't fit very neatly into the GM model (although I'm sure it's a good tool for some games). The nice thing about AGK is that it is more flexible--so much that I can't think of a 2D game that can't be done with it.

My sense is that this is the initial release of a product that will see many updates, especially in the 3D world. The features for 3D appear to be fairly basic, although I haven't tried them yet. That said, let's get to the pros and cons:

+ Handles all of the graphics-related stuff I don't feel like dealing with, and plenty of nice features
+ "Easy enough" that I've got a (very rudimentary) game prototype within a week
+ Very flexible--basically it's a library of game functions with an IDE wrapped around it
+ Nice IDE, fairly intuitive and hasn't caused me any headaches
+ BASIC compiler points out most silly mistakes, like using a variable before setting it
+ Pretty reasonable physics model (take it as a compliment, as Physics was one of my majors)
+ Handles collisions pretty well

- Documentation is...pretty basic. It exists and gives you a decent idea of what the functions do, but it's just not up to a great level yet. I suspect that they and the community will rectify this with time.
- There are a few non-obvious behaviors (bugs?) and call sequences. It increases the learning curve because you spend time dealing with things that "ought" to work.
- There seem to be certain ranges of values that the physics model "likes" to deal with. Don't expect to place planets and astronauts in the same program with their real masses. Fortunately, you shouldn't ever need to do that.
- I wouldn't use this to make a 3D game, yet. I believe I read that 3D animations are not supported yet.

Overall, I'd say: it's good, and getting better.

About the reviewer:
I have 11 years of experience as a professional computer scientist. I have more than the layman's knowledge of physics. What I do not have (yet) is game development experience.
Was this review helpful? Yes No Funny
Recently Posted
105.7 hrs
Posted: September 17
The IDE is ok but lacks features that would make coding more efficient.
The IDE has very minimal tools for managing assets.
Game engines is bit buggy but pretty dang fast.
The Basic language used in TIER 1 is simple but limited.
TIER 2 offers more power but requires you understand Visual Studio and C++. Not great for beginners.
Terrible documentation.

The primary reason for the down vote is the lack of proper documentation and tutorials in the base product. What's there is very minimal. You can spend hours trying to figure out what a proper help system would tell you quickly. Instead, you are expected to spend $20 to $40 or more on the "guides" which are nothing more than useless PDF files that you have to dig through to get any useful information.

I would not recommend a buy until documentation and tutorials are fleshed out in the base product, even if the cost increases slightly as a result.

For beginners and intermediate developers, I recommend GameMaker, which has a junky IDE but excellent documentation and tutorials.
Helpful? Yes No Funny
17.3 hrs
Posted: September 6
  • AGK BASIC is a fun easy to use language for rapid development.
  • C++ Libraries included for more complex and if your good efficient code.
  • This IDE can literally do anything in BASIC, within reason.
  • Provides 2d/3D support for games
  • Can also be used to make general Applications
  • supports casting a test run to moble devices through the AGK app, truely awesome feature!!!
  • Practically any computer is capable of running the AGK2 IDE.
  • The game creators provide excellent support, real top notch guys!
  • Plenty of documentation for 2D game development and general app development
  • Has premade asset packs for sale as DLC, decent quality
  • Code in BASIC and you made a practically universal application!

  • The actual AGK2 IDE does not support C++ or have an option to add a C++ compiler. Instead they provide instructions for using thier libraries with Visual Studio. This made me sad but its understandable, I hope someday they add the option of using a compiler with AGK like GCC!
  • The 3D documentation is super basic and tutorials are practically non-exsistant. However 3D development in general deserves like a 400 page book for the basics so this is understandable that support is limited. However with some know how anyone can slowly learn 3D development in BASIC because the language is so easy!
  • this is an IDE. This is NOT A GAME ENGINE! Therefore you will be hard coding everything, making it more difficult but so much more unrestricted and rewarding!

In summary, The Game Creators are an awesome group of devs with a really great product. While not perfect it is cheap, effective, and a great rapid development tool. I definitly think if your a programmer type and want a jump into game or app dev, buy this! It goes on sale regularly if your not so rich and is totally worth the full price! Hope you enjoyed my review and good luck!
Helpful? Yes No Funny
43.9 hrs
Posted: September 3
I'm recomending thisa software even though it may not be as simple and straight forward as one would expect. The only downside I encountered was figuring out which online site had the assets for different tasks and the youtube tutorials are soso at best. Still, it's not too hard to learn if you show some deication and follow the manuals.
Helpful? Yes No Funny
70.5 hrs
Posted: August 26
App Game Kit is a game creating app which lets you create a variety of different types of games with ease. The app includes a compiler which complies the games into windows, android, iOS and other such platforms. The program comes with an IDE which is based off of Codeblocks IDE. I really liked the IDE, it has some awesome features such as parameter suggestions, auto completion of commands etc.

Unlike other ‘easy’ game makers out there which feature GUI’s and drag and drop and other WSYWYG stuff, this game creation app relies on your coding entirely. You have to know programming if you want to create a game with this app. The engine uses a custom modified version of BASIC programming language. The syntax is very similar to C. This BASIC version of App Game Kit is called tier 1 programming.

You can also program in C++ with Game App Kit as a library. This gives you great power as you can use the power of C++ with the App Game Kit features. This is called tier 2 programming. With tier 2 programming you can use the object orientation of C++ with App Game Kit.

I am a complete beginner programmer with some basic knowledge of C++ and some basic knowledge and experience in Python programming. This app is the easiest game development I have used so far. The documentation in the app is very good that anything you want to know, you can just look it up and it will be present with examples. Though if they implemented the help guide in the program itself that would’ve been much better. At this point the help documentation is HTML based and opens in your browser. It’s kind of annoying having to switch between your browser and IDE to just read the help or guides. You are also provided with example apps such as different fonts properties app which displays all the things you can do with a text object. You are given the source code, so you can open it up in AGK and mess around with it, if you don’t know what a certain command does, simple moving the cursor over the command and pressing F1 key would open up the help page file to that exact command. The guide also includes some basic examples of the most common things.

You can also find plenty of help on the Game Creators’ community forums website. The community is very helpful and when I wanted some help with something I was doing, the people even went as far as to correct my 100+ lines of code. The community is pretty active and the mods themselves are pretty knowledgeable and make sure that the beginner sections’ questions are answered. You can of course also ask questions in the AGK Steam community forums as well.

The DLC’s of this include some Royalty asset packs which include both 2D and 3D assets. A few eBooks which come in PDF file format. Including beginners tier 1 tutorials and advanced tier 2 guides. There’s also a free DLC called Educational Materials pack.

There’s a lot of different Physics properties available, lots of 3D features, particle generators. Etc. available which can be attached to any object. You can create all sorts of neat effects using all these properties. The best part about AGK is you basically have to write a code and you can deploy your game to many platforms. Windows, Linux, iOS, Android and even Blackberry platforms, even HTML 5 is an option. This is a really nice feature if you are planning on distributing your games to multiple platforms.

There are of course some limitations as well of this software, for example no 64-bit data types are present such as a long long, doubles etc. Basically very few types of games require 64-bit date types anyways, such as high numbers counting/incremental games. This limitation can be overcome by using more than 1 variable. Another problem I found was the resolution are not dynamic (or maybe I haven’t figured it out yet). I made a project which was made in my desktop native resolution of 900p. When I played that game on a different PC with lower resolution, the sprites did not fit well. There is a percentage based virtual resolution feature which should fix this problem but it’s a bit harder to understand but it does fix this problem. Another problem I noticed is the Fonts of text objects. You can’t use normal fonts. The fonts have to be in an image file along with an image mapping text file which tells the program which letter is at which place on the image. This is not a major problem per say but I can be a bit inconvenient if you want to import your own text. You have to get a community made program which turns fonts into these image files which can be used in AGK. I had problems with this though I could find some pre-made fonts on the game creators forums.


Overall I am very impressed with this software and so far this has been the easiest for me to write code with. I would as far as put this alongside Python in the ease of use department. I highly recommend this software if you want to start coding for games and learn programming at the same time. This app did clear up a lot of the confusions I had with general programming e.g. I had a sort of “memory leak” problem when I starting coding which I found out was caused by putting a “Create Sprite” command inside a do loop, which continuously kept adding new sprites on top of another sprite until the FPS started to choke. This really taught me not to create object inside the main loop.
Helpful? Yes No Funny
Duke Dudeston
64.5 hrs
Posted: August 18
An easy to learn programming language with loads of support and inbuilt help. Allows you to write code for various different platforms. This write once deploy almost everywhere is a great start if you want to write games for android as well as PC. You can even export for Apple Ios but that requires correct hardware etc.

This software comes in 2 flavours. Teir 1. The BASIC based version. And in my opinion the best. And Teir 2, The C++ libraries. I say Teir 1 is the best because you can jump straight in, start writing your code and even export to .apk (for android) straight away. Teir 1 will also help you with signing your app so you can publish it to Google Play or Amazon App Store. (Or whatever your poison will be)

I have tried the C++ libraries and I can't see how it improves for me? If you know C++ then chances are you won't need this software anyway.

Games / apps made with this are fast and responsive. If you have a Raspberry Pi (2 or greater) you can get this software for free on that. If you are happy you can release the app for Raspberry Pi, buy this version. Copy the source code over, then export to Windows and Android in a simple click of a button. Put this software on a MAC then you have your app on all formats, without any modifications to the actual code.

Can't recommend this software enough!
Helpful? Yes No Funny
FK Boots
0.9 hrs
Posted: July 22
This is such a fantastic tool for those wanting to make mobile games. It handles games for PC and web as well, but after using Unreal, Unity and Torque before, AGK takes the cake in my opinion. You DO need to have some coding experience to get the most out of it, but the community is expansive and more than happy to help people starting out. Also check out some of the AGK bundles, too, as they offer packs which come with tutorial guides and asset packs which are great for people starting out in game development.
One thing to note, you will still need a mac to compile an iOS build of your game. Other than that, you're golden :)
Helpful? Yes No Funny
6.1 hrs
Posted: July 17
Product received for free

[New Feature in my reviews]
SS 's 15 Question Review

|1| How much did you buy it for? : I got it for free to review it.
|2| When did you recieve the product? : 17/07/2016 (17 Jul 2016)
|3| Why did you want the Game / software? : To make my own 2-D Games using Tier 1.. And to review it!
|4| Is it worth the money? : Yes. For £61, it is worth the money but they could shorten it down.
|5| Would you buy it if you had the money? : I have to say no. I would get the greenlight submission fee.
|6| Which developer gave you a copy? : Lee Bamber
|7| Who Authorized it apart from the Dev? : Archmeton

|8| What Age do you recommend it for? : 13 Years and over
|9| Is it easy to use? : No. You need A LOT of experince in game making.
|10| What programming languages is there? : You need to know C++ or learn it or learn the basic AGK language.
|11| What other softwares do you recommend made by Lee? : Gameguru. recommened for 7+
|12| Is this software really instant game development? : NOOOO . It is so difficult and im struggling making a menu!

|13| Do you think the title is lying? : Yes. It is difficult because you are typing lines of code instead of drag and drop. Like Gameguru!
|14| Do you think it is a bad idea for beginners to buy and use it : Unless your willing to pay the amount and learn 2 weeks of coding, its not a bad idea.

|15| In conclusion, do you recommend this software and for who?:
I recommend this for the Teenager and above or a few dedicated kids that have problems and go to school like once every week. Unless you are going to sacrifice your gaming time for the next 2 years and make your game. The title lies and THIS IS NOT AN INSTANT GAME DEVELOPMENT SOFTWARE AND IS NOT EASY IF YOU ARE A BEGINNER AT PROGRAMMING! DO NOT BUY AT THAT CAUSE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Helpful? Yes No Funny
102.7 hrs
Posted: July 1
AGK 2 is probably the engine that is most likely to yield a return higher than the price of the engine. I say this because AGK can do most every popular output except Windows Apps, AGK 2 allows commercial production from the moment of purchase, 2D and 3D apps are possible, and the price of AGK on sale and some dlc on sale is probably about $50 USD. Putting a few well planned apps or games into Android and iOS store will probably yield more than that price.

You probably need to read the manual. You'll want to make your own assets, unless you're okay with the dlc asset packs available. On the other hand, The manual on the website and the dlc guide through steam is wonderfully readable. I haven't spent time reading a programming manual that readable since the 1980s. These instructions are so readable, I think an entire small team could learn to program that never programmed before.

The programming languages available are a modified BASIC, known as Tier 1, and C++ which is known as Tier 2. That is, Tier 2 AGK speaks the same language as Godot, CryEngine, and Unreal. Unless the documentation says Tier 2, you should assume the documentation is Tier 1.

If there's any negative, it would be these three outputs are missing: windows phone 8.1 output, windows 10 universal app output, and flash swf output.
Helpful? Yes No Funny
453.5 hrs
Posted: June 30
better than most game developing tools, everything is straightforward, no complicated UI's, just a text editor to program in BASIC. The world has abandoned BASIC for other fancy languages , but TGC having good taste continues on to use what i consider the best programming language there is. even if it runs interpretered its fast and reliable. Just hit compile and bam its running on the device. It saves alot of time and headaches when developing apps on mobile.
Helpful? Yes No Funny
Caleb Hanneman
87.9 hrs
Posted: June 2
I have had an amazing experience with App Game Kit. Along with the main piece of software, I also purchased the Giant Asset Pack 1, which persists of assets that are of very high quality. The engine and language is powerful and simple. I would reccomend.
Helpful? Yes No Funny