An open-source, high-performance sandbox built on Godot and powered by C++17 and Lua.
— Full control over rendering, networking, threading, and assets - one seamless workflow —
From indie ideas to large scale multiplayer worlds, build without compromise.
Runtime backbone of client and server — resource lifecycle, isolated Lua environments, asset streaming, cross-resource exports.
Full programmatic control of every scene entity and surface — model, webview, canvas, font, texture, svg, rendertarget.
All primitives a runtime script needs — crypto, timer, thread, promise, http, file, shrinker, event.
Full visual pipeline control from Lua — post-processing, global illumination, lighting rigs, runtime shaders, decals, GPU particles.
Full Godot physics surface from Lua — raycasts, shapecasts, rigid body forces, collision queries, navmesh pathfinding, RVO2 avoidance.
Complete audio control from Lua — stereo and positional 3D playback, bus routing, effect chains, multi-format streaming.
Full multiplayer stack — ENet UDP transport, high-level replication, WebSocket, VoIP.
No licensing fees, no royalties, no strings attached. Every line of code is yours to inspect, fork, and build on. What you create belongs to you — completely and unconditionally.
No platform cuts, no revenue gates, no forced subscription tiers. Ship free or charge what you want — every dollar goes to you, with no conditions attached.
Core, utility, graphics, physics, audio, network — one unified Lua API controlling every layer of the engine at runtime. No recompile cycles, no editor lock-in.
Per-resource Lua environments with zero access to host internals. Safe for user scripting, modding, and untrusted plugins — each resource runs fully contained.
ENet transport, Godot MultiplayerAPI, entity replication, and a Lua-level network event system built in from the ground up. Multiplayer is a first-class citizen, not an afterthought.
C++17 core with a Lua scripting layer running 10–50× faster than GDScript. No interpreter bottlenecks, no bloat — maximum throughput at every layer of the stack.