LANTERN HILL v0.4.1
Windows
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ReadyCookhaus builds your Unreal Engine game for Windows, Mac, Linux, Steam Deck, mobile and consoles at the same time, then ships it to the stores. All from a button in the editor.
The way a busy kitchen works a ticket rail: every platform is an order, and they all cook at once.
Press Build in Unreal. Save your targets once as a preset, and every click after that cooks the whole set. Only files that changed leave your machine.
Every platform cooks at the same time, not one after another. Cookhaus remembers your shaders between builds, so a small change gets a fast build, not a full rebuild.
Download it, send testers a link, or release straight to the stores in one click. Console builds go to the console maker for certification.
Inside Unreal
A panel docks right in the editor with one row per platform. When a row is done it gets its buttons: Download, Copy link, Release, Send to dev kit.
When something breaks, you get the exact asset, plugin or setting, with a click to open it. No digging through ten thousand lines of log.
Android · Shader failed to compile
/Game/Props/Decals/M_Decals uses a texture sampler count the Vulkan mobile target doesn't allow.
Open assetShow the fix
Pick any mix. They all build side by side from the same click.
Windows
Linux
Steam Deck
Proton or native
Mac
Signed and notarized
iOS
To TestFlight
Android
To Google Play
PlayStation 5
With your approval
Xbox Series X|S
With your approval
Nintendo Switch 2
With your approval
Console builds need you to be an approved developer with Sony, Microsoft or Nintendo. Your console SDK is kept private to your builds, or stays in your own AWS account.
MCP server
Cookhaus speaks MCP, so an AI agent making your game can build it, read the errors, fix them and build again on its own. Errors come back as data it can act on, not a wall of log text.
A spending cap you set keeps an agent's build loop from running up the bill.
Example
› cookhaus.build({ targets: ["windows", "android"] })
build 0291 · 2 targets · queued
› cookhaus.status("0291")
windows ready 7:52
android failed 1 error
› cookhaus.errors("0291")
kind: "shader"
asset: "/Game/Props/Decals/M_Decals"
why: "too many texture samplers for Vulkan mobile"
› cookhaus.build({ targets: ["android"] })
Every plan: unlimited people and games, every store, the MCP server and API, and a spending cap. Planned launch pricing.
Free 14-day trial · 120 build minutes · card required
Early access opens to a small group of Unreal developers first. Tell us what you're building.
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