A renderer that scales
Physically based materials, baked lighting and light probes, cascaded shadows and a full HDR post stack, tuned to look great on a phone and gain quality tiers on desktop.
PixelCore is the free game engine and studio that teaches you as you build, treats 2D and 3D as equals and runs beautifully from a phone to a desktop. No royalties, ever.
Open a project in seconds, edit while your game runs, and see every change the moment you save. Studio and your shipped game share one runtime, so what you see is exactly what ships.
1component Clock 2 chime_every = 1h 3 4 on start 5 every chime_every 6 play_sound("bell") 7 town.pay_wages()
Scripts, textures, meshes, materials and UI update in the running game. Your game state stays put.
Run on a connected iPhone, iPad, Apple TV, Android device or Steam Deck, with logs and frame stats streamed back.
Scenes, prefabs, materials and UI are clean text files that diff and merge, cooked to fast binaries only when you build.
A focused, modern C++ runtime that ships inside your game. Every system is small, polished, documented and tested on real devices.
Physically based materials, baked lighting and light probes, cascaded shadows and a full HDR post stack, tuned to look great on a phone and gain quality tiers on desktop.
Sprites, atlases, tilemaps and a pixel-perfect camera live in the same scene model as 3D meshes. Build 2D, 3D, isometric or 2.5D without switching tools.
Rigid bodies, a character controller, triggers and queries in 3D, and fast, stable 2D physics for platformers and puzzles.
Skeletal animation with state machines, blend trees and basic IK, plus frame-based sprite animation with events.
One UI toolkit for phone, tablet, desktop and TV, with themes, data binding, safe areas and controller focus navigation built in.
A 3D mixer with buses, snapshots and layered adaptive music that follows your gameplay.
Ready-made building blocks for economies, grid placement, calendars, inventories and data tables, made for tycoon, builder and strategy games.
Versioned save files with migrations, cloud-save hooks, string tables with plural rules, and font fallback for every language.
Text scaling, color-blind-safe themes, full controller remapping, subtitles and reduced motion are part of the engine, not an afterthought.
Design once for the phone in your pocket, then let quality tiers add richness on stronger hardware. One renderer and one material system for every platform, so nothing needs rebuilding when you change targets.
Shoot cutscenes and trailers with a camera that behaves like real cinema glass, and fill them with characters you build in minutes. Both live inside Game Studio.
Real focal lengths, f-stops, focus pulls and anamorphic lenses on a cutscene timeline, with dolly, crane and handheld rigs.
3D and 2D characters from bodies, faces, hair and outfits, on one skeleton so every animation fits.
Render your cutscenes to 4K for the store page, and give players the same lenses in a built-in photo mode.
PixelScript is a friendly, typed language made for games. Types are inferred, so beginners rarely write them, and the editor still catches mistakes before you press play.
wait 2s coroutines are part of the language.component Door open_speed = 2.0 is_open = false on interact(player) if player.has("key") is_open = true play_sound("door_open") tween(self.rotation.y, 90, over: 1s) else show_hint("You need a key.")
Mobile, TV and handheld are first-class targets, not afterthoughts. One action-based input system handles touch, mouse and keyboard, controllers and the Siri Remote.
Learning is built into the product. Lessons run inside Studio, check your work as you go and work offline. Every template explains itself, and every code sample in the docs is tested automatically, so it always works.
Ten guided mini-projects, from your first scene to shipping on a phone.
Short answers to real tasks, plus a complete API reference with docs on hover.
PixelCore ships with a first-party MCP server. Claude, or any MCP-compatible assistant, can read the docs, create scenes, write PixelScript, run your game and check its own work with screenshots, logs and frame stats.
Release builds are protected by default, with no extra tools or setup. Studio opens only source projects, never shipped games.
Game data is encrypted and signed, so edited or tampered files refuse to load.
No editor metadata ships. A cooked game can't be imported back into a project.
Scripts and shaders ship compiled, never as readable source.
No client-side protection is unbreakable. Ours stops casual copying and ripping, and our docs say exactly what it does.
We studied where developers struggle and designed PixelCore around fixing it. Here's the short version.
| Feature | PixelCore 1.0 | Unity | Unreal Engine | Godot |
|---|---|---|---|---|
| Royalties on your game | None, ever, written into the license | None; paid seats above a revenue threshold | 5% of lifetime gross above $1M per product | None |
| Learning inside the editor | Lessons with checks, offline docs, self-explaining templates | Some in-editor tutorials; most learning online | Mostly online | Offline API reference; tutorials online |
| 2D and 3D | Equals in one scene model; 2.5D built in | Both, with separate 2D packages | 3D-first; limited 2D tooling | Strong 2D; separate 2D and 3D node types |
| Apple TV | First-class, focus UI and Siri Remote | Supported | Supported | Not officially supported |
| AI assistant integration | First-party MCP server at 1.0 | Vendor AI tools; MCP varies | Community add-ons | Community add-ons |
| Protected builds | On by default: encrypted, signed, one-way | Third-party tools | Optional package encryption | Optional encryption with custom export templates |
PixelCore column describes the planned 1.0 feature set. Other columns reflect publicly available information as of October 2026 and may change; check each vendor for current terms. Product names are trademarks of their respective owners. See the full comparison →
We earn our living from optional content, not from a cut of your game.
PixelCore Engine, PixelCore Game Studio, PixelScript, the MCP server, free templates, starter assets and every lesson and doc.
Genre starter kits and content packs tuned to PixelCore's look, so your game looks great on day one.
SeriousPlay Games builds its own titles on PixelCore first. Every phase ends with a real game running on more devices.
Proving the core of the engine on every platform we support.
The tools to build a real game, running on desktop and phones.
2D, TV and handheld, content and protected builds.
Lessons, templates, a private beta, then 1.0.
Yes. PixelCore Engine, PixelCore Game Studio and PixelScript are free to download and use for commercial games, with no royalties, no runtime fees and no seat fees. That promise is written into the license, and we will never change terms retroactively for a released version. We make money from optional content packs and genre starter kits.
Every game made with PixelCore shows a small “Powered by PixelCore” badge: a short launch splash and a line in the credits. Studio adds it automatically to release builds. That's the only condition.
PixelCore is in development. SeriousPlay Games is building its own titles on it first, and we expect the public 1.0 by 2028 at the latest. Join the early-access list and we'll invite you to the private beta.
At 1.0: macOS, Windows, Linux, Steam Deck and other SteamOS devices, iPhone, iPad, Apple TV and Android phones and tablets. Consoles, web and XR are planned after 1.0. Game Studio itself runs on macOS, Windows and Linux.
No. Start from a template, follow the in-Studio lessons and build logic with the visual graph, which compiles to PixelScript you can read whenever you're ready. When you do want to code, PixelScript is designed to be friendly: a door that opens with a key takes about ten lines.
All three. 2D and 3D share one scene model, one scripting API and one Studio, so you can build a pixel-art platformer, a 3D explorer or an isometric city builder that mixes sprites and models in the same scene.
PixelCore ships with a local MCP server. Any MCP-compatible assistant, such as Claude, can read the docs, create scenes, write PixelScript, run your game and check screenshots and logs. It's read-only until you allow edits, every change goes through Studio's undo history, and nothing is uploaded to us.
Yes, with two Game Studio tools planned for the first updates after 1.0. Director is a cutscene and trailer timeline with a physical cinema camera: real focal lengths, apertures, focus pulls, anamorphic lenses and camera rigs. Cast is a character creator for 3D and 2D games, with every character on one standard skeleton so animations fit them all.
Shipped PixelCore games are built one way: Studio can't open them, their files are encrypted and signed, and scripts and shaders ship compiled, never as source. No client-side protection is unbreakable, and we say so plainly, but casual copying and asset ripping become hard.
No. The engine and Studio are closed source, which lets us offer them free with protected builds and a sustainable business behind them. A native C++ plugin API lets you extend the engine, and a paid source license is planned for studios that need one.
Join the early-access list for beta invites, development updates and first look at the starter kits.