Make adaptive game music.
Just open a browser.
No Wwise. No FMOD. No code. Compose adaptive game music — or any song — right in the browser, wire the transition logic visually, and export ready-to-use integrations for Unity, Unreal Engine and Godot.
Or hear it right now — no account
20 seconds to a playable score that reacts to a mini-game. Sign up only if you want to keep it.
Compose
A piano roll built around game music states — Menu, Explore, Combat — not generic tracks. Five synth voices, drum lanes, live audition.
Connect
Drag transitions between states in a visual graph. Set the trigger — immediate, next bar, next phrase — and the crossfade. No Wwise. No FMOD. No code.
Export
One bundle: looping WAV stems plus drop-in integrations for Unity (C#), Unreal (C++) and Godot (GDScript). One function call switches states in-game.
Describe the music.
Get an editable score.
Type “dark horror score, creeping tension, panicked combat” and the AI drafts every game state — tempo, key, instrumentation, transitions — as real notes in the piano roll, played on sampled piano, strings and analog synths. Nothing is frozen audio: AI drafts, you polish.
- → Whole score or one state at a time — your edits elsewhere survive
- → Works with the Claude API or your own local model (llama-server)
- → Every draft exports straight to Unity, Unreal & Godot
you
Vangelis-style 80s analog theme, slow and majestic, gliding solo lead over huge brass swells, 16-bar form
mowjera ai
melody → Analog Glide Lead
bass → Analog Glide Bass
atmosphere → CS-80 Brass
stinger → Brass Swell
✓ 3 states composed — every note editable
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Your music follows the player
Every score is a graph of game states. When your game calls TransitionTo(Combat) Mowjera crossfades on the beat you chose — next bar for urgency, next phrase for drama. The same logic you hear in the editor ships in the export.