Compare

An honest look side by side.

PixelCore is designed to improve on today’s engines everywhere a focused team can: price, learning, iteration speed, 2D, mobile and TV, and AI-ready tooling. Here’s how the plan stacks up, including where others still lead.

PixelCore 1.0 compared with Unity, Unreal Engine and Godot
FeaturePixelCore 1.0UnityUnreal EngineGodot
Cost and terms
Royalties on your gameNone, ever, written into the licenseNone; paid seats above a revenue threshold5% of lifetime gross above $1M per productNone
Price to useFree, every platform includedFree tier, then per-seat subscriptionsFree to start; royalty applies to gamesFree
Source codeClosed; native C++ plugin API; paid source license plannedClosed; source access on enterprise plansSource-available under licenseOpen source (MIT)
Learning and workflow
Learning inside the editorLessons with automatic checks, offline docs, self-explaining templatesSome in-editor tutorials; most learning onlineMostly onlineOffline API reference; tutorials online
Beginner scriptingPixelScript: friendly, typed, inferredC#C++ or visual scriptingGDScript or C#
Visual scriptingGraph compiles to readable script and backVisual scripting packageMature node-based visual scriptingNot included since 4.0
Script iterationHot reload, state kept (target under 300 ms)Domain reload on change; configurableC++ recompiles; visual scripts compile quicklyFast script reload
Editor downloadTarget under 300 MBSeveral GB with platform modulesTens of GBRoughly 100 MB
Scene files in GitReadable text with a merge driverText (YAML) serializationBinary assetsReadable text
2D and 3D
2D and 3D togetherEquals in one scene model; 2.5D built inBoth, with separate 2D packages3D-first; limited 2D toolingStrong 2D; separate 2D and 3D node types
Pixel-art supportPixel-art mode: integer scaling, snapped cameraPixel-perfect camera packageManual setupGood built-in options
3D visual ceilingGreat, tiered from phone to desktop; advanced GI and geometry after 1.0High, with a high-end pipelineIndustry-leadingGood and improving
Platforms
Phones and tabletsDesigned phone-first; tiers scale upMature mobile supportSupported; heavier on low-end devicesSupported
Apple TVFirst-class: focus UI, Siri RemoteSupportedSupportedNot officially supported
Steam DeckVerified target with Steam Input mappedSupportedSupportedSupported
ConsolesPlanned after 1.0YesYesThrough third-party partners
WebPlanned after 1.0YesNo official web exportYes
Built for real games
Simulation and builder toolsEconomy, grid, calendar, inventory, data tables built inBuild your own or buy add-onsBuild your own or buy add-onsBuild your own or community add-ons
UI toolkitOne toolkit for phone, desktop and TV with data bindingTwo UI systemsWidget-based UI systemControl nodes
AccessibilityText scaling, color-safe themes, remapping in the coreSome built in; mostly custom workSome built-in featuresSome built-in features
AI assistant integrationFirst-party MCP server at 1.0Vendor AI tools; MCP variesCommunity add-onsCommunity add-ons
Protected buildsOn by default: encrypted, signed, one-wayThird-party toolsOptional package encryptionOptional encryption with custom export templates

The PixelCore column describes the planned 1.0 feature set; items marked “target” are goals we will measure and publish with our method. Other columns summarize publicly available information as of October 2026 and may change; check each vendor for current features and terms. All product names are trademarks of their respective owners and are used here only for identification.

Trade-offs

Where we're still catching up.

Trust matters more than a perfect scorecard. These are the places established engines still lead, and what we're doing about each.

Highest-end 3D

Cinematic, film-grade 3D isn't our first focus. Our tiers look great from phone to desktop, and advanced real-time GI and clustered geometry are planned after 1.0.

Consoles at launch

Console export comes after 1.0, once we hold approved developer status. The architecture is console-ready from day one.

Open source

PixelCore is closed source. You can extend it with native C++ plugins, and a paid source license is planned for studios that need one.

A required badge

Every game shows a short “Powered by PixelCore” splash and a credits line. It’s how a free, royalty-free engine stays visible.

A young ecosystem

Fewer tutorials and plugins exist today. That’s why learning is built into Studio, and why assistants can read our docs through MCP.

Not shipping yet

PixelCore is in development. SeriousPlay Games ships on it first, so it’s proven on real games before it’s yours.

See it for yourself in the beta.

Join the early-access list and help shape PixelCore before 1.0.