The Moymo Game SDK
The Moymo SDK connects your game to Moymo. Friends see what is happening in it, its big moments become clips in Moymo for Windows, and achievements show on the player's profile (and on Steam with the same call).
It works in Unity, Unreal Engine, and any engine written in C or C++, on Windows x64.
What a game can do today
| Presence | A line under the player's name that friends read, such as Defending the settlement · wave 3, in every language you add. |
| Moments | Big moments the game marks. Moymo for Windows keeps a clip of each one (when the player has clips on), named by its title. |
| Achievements | Unlocked by the game, by a rule about its stats, or by an event. They show on the player's Moymo profile, and on Steam too if you say the achievement's Steam name. |
| Stats | Numbers and sets the game keeps per player (population, raids repelled, buildings built). Rules read them to unlock achievements. |
How it fits together
- In the Developer Portal, New game gives the game a key and a sandbox.
moymo.toml, next to your project, says what the game tells Moymo: its events, moments, presence lines, achievements and stats. See moymo.toml.- The
moymocommand checks that file, writes typed code for your engine (C# or C++), and uploads the file to your sandbox. See The moymo command. - Your game calls the generated code. It talks to Moymo for Windows on the player's PC through
moymo.dll, the same small library in every engine. While you develop,moymo devstands in for Moymo for Windows and prints everything the game sends.
The first time a game connects, Moymo for Windows asks the player what to allow. Nothing reaches Moymo before that. If Moymo for Windows is not running, every call does nothing and the game runs as before.
Pick your engine
- Unity: three steps, no terminal. Everything is in Window > Moymo.
- Unreal Engine: a plugin with C++ calls and Blueprint nodes.
- C and C++: a C header, a header-only C++17 API and
moymo.dll, for your own engine.
Sandbox, testers and going live
- Sandbox.
moymo pushuploads to the sandbox, and the change is there at once. Only your team and your Testers (a tab of your game in the portal) see the sandbox version's presence lines. Testers need a Moymo account and Moymo for Windows, nothing else. - Live.
moymo push --env liveuploads a live draft. The Go live tab lists what is left: a store page with a title and a summary, the live draft, one run of the game with Moymo for Windows open, and your studio's name. Send for review asks Moymo to read the store page and the texts players will see. There is nothing to prove. Once the review passes, the game is open to everybody. - After going live, push the live version again whenever
moymo.tomlchanges.
AI agents
moymo mcp gives a coding agent (Claude Code, Cursor, any MCP client) the same commands: check, push and publish moymo.toml, and server bots. See The moymo command.