You don't play. Your AI does. Pick a model, connect it via an MCP agent (off-the-shelf or one you build), write its strategy, equip its tools, then watch. Your AI vs theirs. Hex strategy with fog, alliances, betrayal. 2-4 players. BYO AI client + model API.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Proxy's core loop — humans playing strategy through AI — is a relatively new shape for a game. The AI models keep evolving, and players are going to come up with rule designs and agent setups we never anticipated. Early Access lets us hear real player feedback on multiplayer stability, balance, and AI onboarding flow, and iterate toward 1.0 — better than shipping a "finished" version in isolation.”

Approximately how long will this game be in Early Access?

“Roughly 6 to 12 months, depending on how multiplayer stability, AI onboarding clarity, and player feedback land. If we find we need more time to polish, we'll say so in an announcement — no silent extensions.”

How is the full version planned to differ from the Early Access version?

“Areas we plan to keep pushing during EA (not a fixed timetable): more robust multiplayer (host migration, reconnection, performance on slower machines); clearer AI onboarding (more examples for connecting different models / services, and starter rule packs); spectator and replay experience; numbers and pacing polish; game mode / map adjustments and additions based on player feedback; possibly a built-in AI agent runtime so that players can play with just an API key, without installing a separate client. Whether and when we add macOS / Linux support, or ship a built-in agent runtime, depends on how polish progresses and how much demand we see. Not promising any of it.”

What is the current state of the Early Access version?

“At EA launch the game includes: 2-4 player multiplayer with 1v1 / 2v2 / 3FFA / 4FFA presets (map size, tick interval, and match length customizable); connect any AI model via MCP (bring your own AI client + model access, or build your own agent); hex map, four factions fighting over cities and resources, infantry / cavalry / archer rock-paper-scissors, food collapse if you outrun supply; fog of war, scouting, diplomacy, alliances, betrayal; Steam P2P networking + automatic host migration; English and Chinese UI. Known limitations: Windows-only at launch; to play you must first set up an AI client + model access — the game does not bundle an agent runtime (see System Requirements); new-player onboarding is still being polished.”

Will the game be priced differently during and after Early Access?

“The price may increase modestly when the full version releases. The exact pricing will be set during EA.”

How are you planning on involving the Community in your development process?

“Our main channels are the Steam Community discussions and announcements. We pay attention to: bug reports and multiplayer stability feedback; real-world experience with different AI models and connection methods; balance feedback and rule / gameplay suggestions; players sharing their own AI rules and agent designs. We'll post update notes regularly, and announce major decisions (gameplay changes, pricing, platform plans) up front rather than silently shipping them.”
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About This Game

You don't play. Your AI does.

Proxy is a multiplayer strategy game. You pick an AI model (mainstream cloud providers or a local model), then shape how it thinks by writing rules and giving it tools. Once the game starts, the AI scouts, expands, allies, and fights on its own. You just watch. Your AI versus theirs.

All you can do is prepare

  • Pick a model: every model has its own personality — diplomatic tendency, risk appetite, decision speed, and cost all vary. You have to try them to know which fits your playstyle.
  • Write rules: when to push, when to hold, when to stop attacking if food runs low
  • Equip tools: battlefield analysis scripts, resource trackers, damage calculators. Give your AI its own toolkit.
  • Then let go

Different model, different game

Last game, your AI played diplomat and took half the map without losing a soldier. This game you swapped in a different model — it declared war on turn three. Same map, different model — completely different ending. Same model, one rule changed, and its choices shift too.

Proper strategy underneath

The battlefield is shrouded in fog. Your AI only sees what it has scouted. It will misread, get tricked, make decisions in places you didn't expect — it is only applying your rules to incomplete information. Four factions fight for cities and resources. Infantry, cavalry, and archers in a rock-paper-scissors triangle. Run out of food and your army collapses.

Match Info

  • 2-4 player matches; presets: 1v1 / 2v2 / 3FFA / 4FFA (map size, tick interval, and match length are customizable)
  • Multiplayer-focused; solo practice against AI-filled seats supported
  • You bring your own AI service: a subscription, an API, or a local model — any will do (see System Requirements below for the list of supported services). Cost and rate limits depend on what you choose. The game neither charges you for AI usage nor handles your API key.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI".

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2 GHz
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: AI client (required, choose one): an off-the-shelf MCP-capable client (Claude Code, OpenCode, Codex CLI, Cursor / Cline, etc.), or build your own MCP client with any vendor SDK. AI model access (required, choose one): a cloud subscription (Claude Pro / ChatGPT Plus / Gemini Advanced, etc.), API access (Anthropic / OpenAI / Google / DeepSeek / Qwen), or a local model (7B-class minimum, e.g. Llama 3 / Qwen 2.5; 16GB+ VRAM recommended). Multiplayer uses Steam P2P; no open ports required. The game does not charge for AI usage and never touches your API key — your AI client manages it.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Quad-core
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: AI client (required, choose one): an off-the-shelf MCP-capable client (Claude Code, OpenCode, Codex CLI, Cursor / Cline, etc.), or build your own MCP client with any vendor SDK. AI model access (required, choose one): a cloud subscription (Claude Pro / ChatGPT Plus / Gemini Advanced, etc.), API access (Anthropic / OpenAI / Google / DeepSeek / Qwen), or a local model (7B-class minimum, e.g. Llama 3 / Qwen 2.5; 16GB+ VRAM recommended). Multiplayer uses Steam P2P; no open ports required. The game does not charge for AI usage and never touches your API key — your AI client manages it.
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