Build Glaze (by Raycast) desktop apps from Claude Code, using your own Claude subscription instead of Glaze's paid credits.
Glaze builds Mac apps with a built-in AI agent, and that agent is what spends Glaze credits. Every Glaze app is a normal project on disk, and Glaze supports editing the source yourself. glaze-coder points your own Claude Code at that source and builds it locally with the Node runtime Glaze already ships. Editing and building cost you nothing in Glaze credits.
- A skill (
glaze-app-dev) that gives Claude Code the Glaze project layout, the safety rules, and the local build and run loop. It also reads the guide and skills that ship with your own Glaze install, so it stays current with your version. - A command (
/glaze-coder:glaze) that lists your apps and starts building. - A launcher (
glaze-dev) for the terminal and Raycast, with commands to create, edit, build, run and remove apps.
- macOS (Tahoe or newer) on Apple Silicon, with Glaze installed and at least one app.
- Claude Code installed (
claudeon your PATH).
Paste this into a terminal. It clones the repo, links glaze-dev onto your PATH, links
Glaze's skills into ~/.claude, and installs the Claude Code plugin if claude is
present. Nothing else to set up.
curl -fsSL https://raw.githubusercontent.com/GaimsDevSoftware/glaze-coder/main/install.sh | zshThen create your first app and jump straight into Claude Code:
glaze-dev start "Habit Tracker"That is all most people need. The sections below show the individual methods if you prefer to do it by hand.
The one-command installer already does this when claude is on your PATH. To do it
yourself from inside Claude Code:
/plugin marketplace add GaimsDevSoftware/glaze-coder
/plugin install glaze-coder
This gives you the glaze-app-dev skill and the /glaze-coder:glaze command. It works
the same whether you run Claude Code in a terminal or in the desktop app.
Raycast can only add a script folder from its own UI (there is no raycast:// deeplink
to add a directory), so this is the one step that needs a click. Run:
glaze-dev raycastThat copies the folder path to your clipboard and opens Raycast. Then:
- Raycast Settings, Extensions, Script Commands, Add Directories.
- In the file picker press Cmd+Shift+G, paste, Enter, then Open.
You then get three commands in Raycast, and none of them need a terminal:
- "Glaze: New App" builds a new app and opens it.
- "Glaze: Build & Run" builds an app and opens it.
- "Glaze: Edit App" opens the app's source folder and copies
glaze-dev code '<app>'to your clipboard, so you can edit it in a terminal or with/glaze-coder:glazein Claude Code.
glaze-dev start "My App" Create a new app and open Claude Code in it
glaze-dev new "My App" Create a new app (no editor)
glaze-dev list List your Glaze apps
glaze-dev code <app> Open Claude Code in an app's source
glaze-dev dev <app> Start the dev server (live reload)
glaze-dev build <app> Build the app locally
glaze-dev run <app> Open the built app
glaze-dev br <app> Build then run
glaze-dev rm <app> Remove an app (bundle, source, profile)
glaze-dev agents List the coding agents you have installed
<app> matches on the folder name or product name, so partial names work.
Claude Code is the default, but you can open a Glaze app in any agent you have
installed. Run glaze-dev agents to see what was detected, then pass --agent:
glaze-dev code diskmap --agent codex
glaze-dev code diskmap --agent opencode
glaze-dev start "My App" --agent codex
Supported: claude (default), codex, opencode, gemini, and the desktop apps
codex-app, opencode-app, antigravity, zcode (these open the source folder).
Set a default with export GLAZE_AGENT=codex. For Codex, OpenCode and Gemini, glaze-dev
drops an AGENTS.md next to the app's CLAUDE.md so they get the same Glaze context.
A Glaze app lives in ~/Library/Application Support/app.glaze.macos.main/apps/<app>/.
Inside, .glaze-sources/ holds the editable source: a React and Vite renderer, a Node
backend, and a package.json. npm run build compiles it with the @glaze/core SDK and
the Node runtime that Glaze bundles, so no network call to Glaze happens and no credits
are used. The installed launcher in /Applications/Glaze/<App>.app finds the built code
through a symlink, which is how glaze-dev new can create a working app on its own.
- Apps created by
newandstartare ad-hoc signed for your own use. - Publishing to the public Glaze Store still needs a Glaze account, but publishing does not cost credits.
- Manual edits are not saved as entries in Glaze's version history. Make one small prompt to Glaze's agent if you want a checkpoint.
- You own your app and its code, so this is supported use of your own project.
MIT



