2D. With depth.
Vulkan-powered sprites, dynamic lighting, shadows, particles, and post-processing. Give every pixel a purpose.
A focused 2D engine for your next big idea.
Native performance. Thoughtful tools. Room to create.
01 / THE ENGINE
From the first sprite to a world shared with friends. The systems you need, designed to work together.
Vulkan-powered sprites, dynamic lighting, shadows, particles, and post-processing. Give every pixel a purpose.
function Player:OnUpdate(dt)
local move = Input.GetAxis("Horizontal")
-- Your next idea starts here.
endWrite gameplay in Lua 5.4. Expose properties in the Inspector and iterate with script hot reload.
Host, join, or run a dedicated server. Build connected worlds with replication and RPCs over Valve GameNetworkingSockets.
Build your worldTilemaps, prefabs & scene tools
Make it moveBox2D physics & animation
Find your soundSpatial audio & mixing
Take it furtherStandalone game exports
02 / YOUR WORKFLOW
Hands on in the editor. Headless in the terminal.
One command system connects it all.
A docking workspace with a scene hierarchy, reflected Inspector, tile painter, animation tools, and live particle previews.
Meet the editor →
Create entities, run deterministic play-tests, and export games through named commands with validated parameters.
Explore automation →# Discover the command surface
$ FrostEditor help
# Inspect a command's parameters
$ FrostEditor help entity.create
# Query your project's scenes
$ FrostEditor scene.list --project ./MyGame
# Start the local automation server
$ FrostEditor serve --project ./MyGameThe editor, CLI, and local JSON-RPC server share the same commands. Human-readable JSON and Lua keep projects accessible to your tools.
Read the command guide →{
"jsonrpc": "2.0",
"id": 1,
"method": "entity.create",
"params": {
"scene": "Scenes/Main.fscene",
"name": "Player"
}
}03 / UNDER THE SURFACE
C++20, an EnTT entity-component system, and a multithreaded renderer. A considered foundation for your 2D worlds.
Unit tests, deterministic play-tests, and command-line acceptance tests exercise the engine from authoring to export.
Built for Windows, with Linux and macOS support coming. More platforms for the worlds you want to create.
04 / THE NEXT CHAPTER
The foundations are in place. The first packaged release is on its way.
Get to know FrostEngine ↗The first public build is being prepared.
Come back here when it’s ready to create.
No public binary is available yet.