Five workspaces cover the whole job: Scene, Art & Assets, Systems, Setup and Code. Switch between them without a rebuild, an export or a second application.
Place props, draw walls and floors, light the scene and drop trigger zones inside the running world. Press Preview and walk it.
Block out 3D models from primitives, paint pixel sprites and tilemaps, or upload your own GLB files. A shared library adds thousands of ready models.
Every project ships a rigged biped with 45 clips. Map your own model onto it, or auto-rig it, and the whole library plays on your art.
Gameplay is written as plain when, if, then sentences. Zones, scores, items, quests and win conditions, all from a picker. Scripts when you want more.
Flip a project to Co-op or Versus and players see each other move and share rule state automatically. Nothing to author, nothing to host.
One publish puts the game at its own address, kept for every version. Players open it in a browser or install it to their home screen.
Publishing is not an export step you run somewhere else. It is one button, and what comes out is hosted, versioned and installable.
Every project claims a permanent play address the first time you publish. Players open it and the game streams into the tab. No launcher, no download, no account.
Published games carry an app manifest, so players can add them to a phone home screen or a desktop. It opens full screen with your icon and name.
Each publish is a snapshot with a note. Roll back in one click, compare what changed, and take the play address with you when you rename the game.
Any device with a browser · Fast first frame · Your game, your address
Start from Blank, Gallery, Village or Platformer. Pick 2D or 3D and the studio adapts. Everything runs in the browser.
Edit the world, model and paint, pose characters, write rules. Press Preview and you are in the game. Escape brings you back with nothing lost.
Press Publish, write a note, choose who can see it. Your game is live at its own address, installable, with multiplayer ready when you want it.
We build and ship our own games on the same engine, editor and hosting you get. Sunder, our tactical shooter, runs on a dedicated match server. The rest run exactly the way your project will.