vital.sandbox is currently in active development — APIs and features are subject to change. Not recommended for production use.View Roadmap
Vital.sandbox
Script It.Ship It.Limitless.

The next-generation sandbox runtime. One language, infinite power — Lua from the ground up, built on Godot, engineered in C++17.

C++17Engine Core
LuaScripting
100+API Functions
Open SourceNo Royalties
Platform

Built for creators.
Engineered for production.

View all docs
Rendering
01

Canvas

Draw shapes, images, text, and polygons on the canvas each frame.

02

RenderTarget

Create and bind off-screen surfaces, sampled as textures at runtime.

03

Texture

Load, unload, and control texture samplers at runtime.

04

Font & Text

Load fonts and render text with full size and color control.

05

Webview

Render embedded web content inside your sandbox window.

06

GFX Post-Processing

Fog, LUTs, depth curves, and color grading — scriptable per frame.

Threading & Async
07

Async / Await

Non-blocking async execution with clean control flow.

08

Promises

Deferred values with chaining, resolution, and try/catch support.

09

Heartbeats

Recurring callbacks at defined intervals for loops and polling.

10

Threader

Low-level thread management, pooling, and lifecycle control.

Models
11

Load & Unload

Load and unload named model assets at runtime, no restarts.

12

Instantiation

Spawn and destroy independent instances from a shared asset.

13

Transform

Per-instance position, rotation, and scale at runtime.

14

Animation

Per-instance animation with speed, loop, pause, and resume.

15

Blend Shapes

Per-component blend shapes for expressions and body morphs.

16

Component Visibility

Per-component mesh visibility for clothing and equipment systems.

Core & Integrations
17

Crypto

Primitives for hashing, encryption, and payload security.

18

Shrinker

Compress assets and data to reduce memory and transfer overhead.

19

REST Networking

Native HTTP GET and POST with full header support.

20

Discord SDK

Native Rich Presence and Discord API integration.

21

Event System

Pub/sub events for decoupled inter-module communication.

22

Console

Runtime console for commands, debug, info, and error output.

Developer API

Clean. Typed. Powerful.

Every function follows the same conventions — predictable return values, structured errors, zero boilerplate.

01
Canvas
draw_rectangle · draw_text · draw_circle
02
Networking
rest.get · rest.post
03
GFX
fog · depth · LUTs · adjustment
04
Async
thread · promise · try/catch
server/hud.lua
Lua
-- draw handler — fires every frame
network:fetch("vital.sandbox:draw", true)
  :on(function()

  engine.draw_rectangle({20, 20}, {300, 88}, {0,0,0,.75}, 1, {.4,.6,1,.3})
  engine.draw_text("Player HUD", {32,36}, {290,72}, font, 16, {1,1,1,1})
  engine.draw_circle({275,54}, 6, {.3,1,.5,1})
end)
-- async GET inside a thread
local self = thread:create(function(self)
  self:try({
    exec = function()
      local res = rest.get("https://api.example.com/data")
      engine.print("info", res)
    end,
    catch = function(err)
      engine.print("error", err)
    end
  })
end)
self:resume()
-- depth fog + cinematic LUT
gfx.fog.set_mode("depth")
gfx.fog.set_depth_begin(10.0)
gfx.fog.set_depth_end(200.0)
gfx.fog.set_depth_curve(1.5)

gfx.adjustment.set_lut("lut/cinematic.png")
-- promise with error handling
local p = thread:create_promise()
local self = thread:create(function(self)
  self:try({
    exec = function()
      local r = {self:await(p)}
      engine.print("info", table.unpack(r))
    end,
    catch = function(e)
      engine.print("error", e)
    end
  })
end)
self:resume()
Why vital.sandbox

No bloat. No strings.
Just power.

Open Source

Fully open-source, no licensing fees, no royalties, no strings attached. What you build belongs to you — completely and unconditionally.

Zero Monetization Limits

No platform cuts, no revenue gates, no forced monetization systems. Ship free, charge what you want, keep everything.

No Bloat

Lean by design. No unnecessary abstractions, no forced frameworks. Nothing stands between your scripts and the engine.

Full Runtime Scripting

Script everything at runtime — rendering, networking, threading, models, GFX — one unified Lua API, top to bottom.

Modding & Plugin Ready

Built for user scripting, modding, and plugin systems from day one. Full sandboxed Lua isolation — safe, powerful, extensible.

Performance First

Built on Godot, engineered in C++17. No overhead, no interpreter bottlenecks — maximum throughput at every layer.