Build worlds that glow.
On your machine.
GameCraft is an open-source game engine and editor, written from scratch in Rust and C#. It has the workflow you already know, a native GPU renderer and real .NET scripting, with no account, no cloud and no license server.

One engine. Every layer built to work together.
A native core, a hosted .NET runtime and a docking editor, designed as one system instead of glued together.
Cinematic rendering
Physically based shading, Volume post-processing, reflection and light probes, baked lightmaps, and Shader Graph compiled straight to WGSL.

Real C#, really hosted
.NET 10 runs in-process and Roslyn compiles on save. Hot reload keeps your fields; a debugger attaches in one click.
Speaks Unity
Import scenes, prefabs, materials and packages. Run unmodified MonoBehaviours that use the supported API.
Explore the bridgeCreator tools
Timeline, virtual cameras, a GPU VFX Graph, ProBuilder-style modelling, IK rigging and Prefab Mode.
Ships everywhere you test
macOS, Windows, Linux, Web (WebGPU), Android and OpenXR, from one project.
Local-first, forever
No sign-in and no telemetry. Projects are plain folders of JSON and C# that you own outright.
Bring your project. Bring your code.
GameCraft reads Unity's file formats and speaks its API shape, as a clean-room implementation with no Unity code inside. Your skills transfer on day one.
.unity,.prefab,.mat,.anim,.controller,.unitypackage→ native assets, with an import reportMonoBehaviour, coroutines, physics, input, uGUI, Netcode, Addressables, LocalizationEditor/scripts: custom inspectors, editor windows, menu items, property drawers
using UnityEngine; // Unmodified Unity-style script, compiled by Roslyn. public class FlyingCar : MonoBehaviour { public Vector3 Direction = Vector3.forward; public float Speed = 25f; void Update() { transform.position += Direction * Speed * Time.deltaTime; transform.rotation = Quaternion.LookRotation(Direction); } }

A neon metropolis, built live.
189 towers with procedural windows, three layers of sky highways, 44 flying cars trailing light and a crowd crossing a rain-slicked plaza. Every object went in through the editor's own commands, and each one can be undone.
Every claim has a test.
A feature isn't done until an executable test proves it, and our limitations are published right next to our features. Linux, Windows and reproducible builds are checked on every gate run.
$ tools/quality-gates.sh ✓ Rust format passed ✓ Rust workspace build passed ✓ Rust tests 239 passed · 0 failed ✓ C# build (SDK, host, compiler) passed ✓ TypeScript · ESLint passed ✓ Vitest (editor) 133 passed ✓ Playwright (browser E2E) 22 passed ✓ Linux arm64 · Docker full suite green ✓ Windows x64 · PE32+ under Wine passed ✓ Reproducible build × 3 binaries byte-identical
Shipped, next and later.
Shipped Done
- Unity import and C# compatibility
- Post-processing, probes, Shader Graph
- Timeline, VFX Graph, rigging
- Windows, Linux, Web, Android, XR
Next In progress
- Rich text and world-space UI
- Particle sub-emitters, 2D lights
- Background-safe live builds
- Timeline clip blending
Later Planned
- Signed, notarized releases
- Public package registry
- iOS (needs an Apple Developer account)
- Consoles (via NDA programs)
Your next world starts here.
Clone it, build it, ship it. GameCraft is MIT licensed, with no royalties and no seats.