New Live build sessions are here

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.

Rustwgpu · Metal · Vulkan · DX12 · WebGPU.NET 10 · RoslynTauri · ReactMIT licensed
The GameCraft editor playing the Neon City scene: Hierarchy, Scene View and Native View
The real editor in Play mode: 1,168 entities, native wgpu view, Unity-style C# running
66/73Unity parity items done, each proven by a test
32Rust crates in the engine core
6Build targets, from desktop to web to XR
0Accounts, keys or cloud services required
Platform

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.

BloomACESSSAODoFProbesLightmapsLODOcclusion
Neon City street level

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.

Jobs[BurstCompile]Entities

Speaks Unity

Import scenes, prefabs, materials and packages. Run unmodified MonoBehaviours that use the supported API.

Explore the bridge

Creator 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.

The Unity bridge

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 report
  • MonoBehaviour, coroutines, physics, input, uGUI, Netcode, Addressables, Localization
  • Editor/ scripts: custom inspectors, editor windows, menu items, property drawers
Assets/Scripts/FlyingCar.cs
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);
    }
}
Aerial view of Neon City
Showcase

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.

Engineering

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
$ 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
Roadmap

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.