Vision (owner, 2026-06-15)
At release, a user should be able to install the WorldOS plugin into their AI agent of choice, sync it, and play games via the WorldOS Mac app — all routed through their chosen agent. The DM is their agent.
Target agent surfaces (each a "provider" lane the Mac app + engine can drive):
- Claude Code plugin — exists / primary today (the
claude -p provider lane).
- Codex Desktop plugin — the Codex Desktop app already runs QA + works on WorldOS (it calls into WorldOS), but the reverse (WorldOS → Codex Desktop as a DM provider) likely isn't wired. If a Codex-Desktop-callback plugin doesn't exist, that's the gap this epic tracks.
- Codex CLI —
codex calls as a provider lane (another callable surface).
- OpenClaw — the gateway provider lane (gpt-image-2 already rides this via Codex OAuth).
- Hermes — the Hermes agent as a provider lane.
The shape
Ideally one installable WorldOS plugin per agent + a thin provider adapter in the engine/Mac app, so the player picks their agent in Settings → the app routes DM turns through it. The engine stays the sole writer + the move contract is provider-agnostic (it already is — play.sh / play_codex_dm.sh / play_party.sh are the provider lanes; this generalizes them to first-class, user-installable plugins).
Why it matters
- It's the distribution model: users bring their own agent/credentials (no central LLM cost), play through the Mac app.
- The provider abstraction already exists internally (the engine is provider-agnostic; the DM is a
claude -p / codex / gateway invocation). This epic makes each a user-installable plugin + adds the missing reverse direction (WorldOS → Codex Desktop).
First steps
- Audit what exists: the
claude -p lane (Claude Code), play_codex_dm.sh (Codex CLI), the OpenClaw gateway lane. Confirm whether a Codex Desktop plugin (reverse/callback) exists; if not, scope it.
- Define the provider-plugin contract (install → sync → the app's Settings provider picker → route DM turns).
- One adapter per agent; the move/engine contract is unchanged.
Filed at owner request during the 2026-06-15 roadmap conversation. Post-Beta / distribution-tier, but foundational for the "play with your own AI" pitch.
Vision (owner, 2026-06-15)
At release, a user should be able to install the WorldOS plugin into their AI agent of choice, sync it, and play games via the WorldOS Mac app — all routed through their chosen agent. The DM is their agent.
Target agent surfaces (each a "provider" lane the Mac app + engine can drive):
claude -pprovider lane).codexcalls as a provider lane (another callable surface).The shape
Ideally one installable WorldOS plugin per agent + a thin provider adapter in the engine/Mac app, so the player picks their agent in Settings → the app routes DM turns through it. The engine stays the sole writer + the move contract is provider-agnostic (it already is —
play.sh/play_codex_dm.sh/play_party.share the provider lanes; this generalizes them to first-class, user-installable plugins).Why it matters
claude -p/ codex / gateway invocation). This epic makes each a user-installable plugin + adds the missing reverse direction (WorldOS → Codex Desktop).First steps
claude -plane (Claude Code),play_codex_dm.sh(Codex CLI), the OpenClaw gateway lane. Confirm whether a Codex Desktop plugin (reverse/callback) exists; if not, scope it.Filed at owner request during the 2026-06-15 roadmap conversation. Post-Beta / distribution-tier, but foundational for the "play with your own AI" pitch.