SuperGrok Build is xAI’s coding agent in the terminal. It is not a plugin inside Unreal. You install a CLI, launch it from the folder that has your project, sign in once, and work in prompts — the same way you would talk to a teammate sitting at the desk.

Unreal Engine 5.8 already ships an MCP server inside the editor. Point SuperGrok at that server and it can spawn, inspect, and light from a prompt. Epic’s Office Hours showed the bridge; here the client is Grok. You can also use it on this site, on Rust crates, or on any local codebase.

You need a SuperGrok subscription. First launch opens grok.com to sign in. After that, the agent lives on your machine.

Install SuperGrok

First Game in Unreal is packaged for Windows. The Games page is the download: a zip of the Win64 build. Unzip the folder and run FGIU.exe.

Not on Steam. The file comes straight off this site. Same loop as the August playable — third-person mannequin, start line, timer.

Grab the zip, unzip, play.

Try my Games

I am writing a custom game engine with an editor like Fyrox — in system-level Rust, no garbage collector. An engine is the tick. An editor is the same tick with windows on it: world viewer, scene preview, inspector, undo.

The Rust page walks that cut in order: window and input, GPU, a scene pool of handles, save/load, then the tick. The editor is a second binary on the same scene, not a separate product glued on later. FyroxEd is the map of that architecture, not a product to clone.

Underneath is oTTeCAD, a polygonal 3D modeler I own — mesh topology, GPU viewport, tools, and undo — compiled to WebAssembly so the same workbench runs in the browser.

Learn Rust