
Build your own games and apps. No code. Your data stays yours.
HoloScript lets anyone create games, apps, and worlds without writing code and without handing their data to Big Tech. You describe what you want; HoloScript builds it, you own it, and it runs anywhere — so no platform can lock you in.
What HoloScript actually is
Not a no-code toy and not an AI wrapper — a real programming language with a real toolchain, designed so humans and AI agents can author it together.
A real language
Three source formats — .hs for declarative scenes and logic, .hsplus for fully typed programs, .holo for whole-system compositions — with its own lexer, parsers, AST, LSP, formatter, linter, runtime, and CLI.
Deterministic compilers
80+ compiler backends lower one source to 25+ documented targets: Unity, Unreal, Godot, VRChat, WebGPU, WebAssembly, iOS, visionOS, Android XR, OpenXR, robotics (URDF/SDF), and IoT. Compilation is deterministic — not an LLM guessing.
Semantic traits
1,500+ trait implementations across 150+ categories — @grabbable, @synced, @npc, @digital_twin — declare intent once and each compiler emits the correct platform implementation.
AI agents are first-class authors
The MCP server at mcp.holoscript.net gives any AI agent live tools to suggest traits, generate, validate, and compile HoloScript. AI helps write the source; real compilers build it.
Self-hosting in progress
The language is progressively rewritten in itself — HoloScript's own lexer and parsers have .hsplus implementations alongside the TypeScript bootstrap. This page is a .holo composition compiled to the web by HoloScript's own compiler.
The full monorepo — core language, compilers, MCP server, runtime, LSP, and this website — is public on GitHub. Machine-readable project facts live at /llms.txt.