Project hub
New-project wizard with template previews, 2D/3D/2.5D choice, target platforms and an engine version manager.
One fast, focused app for macOS, Windows and Linux that opens a project, edits a scene, runs it and ships it to a device. Calm by design, keyboard-friendly, and full of quiet help when you need it.
Each tool is polished, documented, tested and has a lesson that teaches it. Tags show when each one arrives.
New-project wizard with template previews, 2D/3D/2.5D choice, target platforms and an engine version manager.
Gizmos, snapping, multi-select and camera bookmarks, with a dedicated 2D mode, grid and tile painter.
Every component and property, prefab overrides you can revert, multi-edit, and a doc card on hover.
glTF, FBX, PNG, KTX2, EXR, WAV, OGG, Tiled maps and sprite sheets. Re-import never breaks your scenes.
Highlighting, autocomplete, inline type errors, rename, go to definition and format on save.
Breakpoints, stepping, watches and live entity inspection while your game runs.
Node-based logic for designers that compiles to readable PixelScript, with live wires during play.
Design once, preview on phone, tablet, desktop and TV, with safe areas, themes and focus order.
Node-based shader authoring with live preview on any mesh or sprite.
Slice sheets, set pivots and timing, paint tiles with auto-tiling rules and collision.
Sculpt heightmaps, paint layers and scatter foliage with density rules.
One click to run on iPhone, iPad, Apple TV, Android or Steam Deck, with logs streamed back.
Protected builds for desktop, plus ready-to-sign projects for phones, tablets and TV.
Interactive lessons with step checks, offline docs search and template walkthroughs.
State machines, blend trees, transitions and particle presets with live preview.
CPU and GPU timelines, memory by system and frame budgets per device.
Ask why something happens: physics forces, render passes and script state, in plain language.
Cutscenes and trailers on one timeline, shot with a physical cinema camera: real lenses, f-stops, focus pulls and rigs.
Build 3D and 2D characters from bodies, faces, hair and outfits, all on one standard skeleton.
Give players a free camera with the same lenses and filters, added with one component.
Git-aware history, merge helpers for scene files and locking for binary assets.
Director turns Studio into a film set. Frame shots with real focal lengths and f-stops, pull focus on cue, put on anamorphic glass and cut it all together on one timeline. The same shot plays in your game on a phone, or renders in 4K for your trailer.
Try it: change the lens, open the aperture or pull focus to the town. This preview is drawn live in your browser.
Prime and zoom lenses from 14 to 600 mm, f/0.95 to f/22, focus pulls, shutter angle and sensor sizes, all in the units a film crew uses.
Dolly tracks, cranes, orbits and follow cameras, plus handheld shake for walk, run and vehicle shots.
Render any cutscene offline to 4K or 8K image sequences or video, ready for your editor and your store page.
Lens effects scale with quality tiers, so the cutscene you design on desktop still plays smoothly on a phone.
Cast builds game-ready characters without a modeling package. Shape the body and face, pick hair and outfits, choose an expression. Every character lands on the PixelCore standard skeleton, so every animation fits. Making a 2D game? Cast builds layered sprite characters too.
Try it: drag the sliders, change the hair and colors, or switch to a 2D sprite. Simplified preview drawn in your browser.
Sliders and presets for body and face, card-based hair, and clothing that fits any body automatically.
Content-pack animations work on every Cast character, and imported humanoids can be retargeted onto the standard skeleton.
Expression presets, blinking and look-at, plus lip sync generated from your dialogue audio.
Cast’s runtime API powers a ready-made in-game character creator kit for RPGs and life sims.
PixelScript is a readable, typed language designed for games, with a visual graph that compiles to it. Programmers and designers work on the same logic, in whichever view suits them.
# A shop for a tycoon game component Shop stock: Dict[Item, int] = {} cash: Money = 500 signal sold(item: Item, price: Money) fn sell(item: Item) -> bool if stock.get(item, 0) == 0 return false let price = market.price_of(item) * 1.2 stock[item] -= 1 cash += price emit sold(item, price) return true system restock every 10s for shop in query(Shop) shop.refill(amount: 5)
on start show_title("Day 1") wait 2s hide_title() wait until player.is_on_ground spawn("dust_puff", at: player.position)
Start untyped, add types where they help. The checker catches mistakes before you press play.
Save and the running game updates in a blink, keeping every field value.
Scripts can't touch files or the network unless your project grants it.
A C++ plugin API for performance-critical systems, visible to PixelScript automatically.
Studio finds your connected iPhone, iPad, Apple TV, Android device or Steam Deck, sends only what changed, and starts your scene. Logs, errors and frame stats stream back to Studio, and hot reload works over the same connection.
Devices iPhone ready Steam Deck ready Apple TV asleep ▶ Run on iPhone ✓ 3 changed assets sent · running ✓ 60 fps · logs streaming to Studio ✓ live edits connected
Connect Claude or any MCP-compatible assistant and it can build, run and check your game with the same tools you use. It runs locally, starts read-only and never touches your signing keys or shipped builds.
The same lessons, recipes and reference you read, so its answers match PixelCore.
Adds and edits scenes, characters, scripts and assets in your open project.
Plays it on your computer or a connected device and runs your tests.
Looks at screenshots, errors and frame rate, so it can fix what it got wrong.
Read-only by default. You decide what an assistant may change, and some actions are never offered at all.
Every assistant change is a labeled undo step, and there’s a record of everything it did.
Text inside your files can’t take over the assistant, and bigger changes are shown to you first.
The Learn panel brings lessons, recipes and the full reference into Studio, searchable offline. Each step checks your actual project, and “Show me” points at exactly what to click.
When the player touches a coin, add one to the score and remove the coin. Open coin.pxs and handle the collide event.
1 component Coin 2 value = 1 3 4+ on collide(other) 5+ game.score += value 6+ destroy(self)
collidecollide runs.About 30 minutes from install to your game running on your phone.
Scenes, scripts, input, UI, sound and shipping, one small game at a time.
Every template opens with a walkthrough and three ideas for what to build next.
Get beta invites, development updates and early looks at new tools.