What's new
Everything we've shipped, newest first. Got an idea for what comes next? Peek at the roadmap.
- Docs & levels
Docs, level jumps, and blocks everywhere
- New Docs page (in the top nav) explaining how the engine works — generated from the engine itself, so it stays accurate.
- Move between levels from Blocks or code: “Go to the next level”, “Go to level N”, “Win the game”, “Game over” (level.next / level.go / level.win / level.lose).
- Blocks now work on UI elements and collectibles too — not just the player and enemies.
- The default game ships with its logic as editable Blocks, so you can open any object and see how it works.
- Multiplayer
Press Host, share a link, play together
- Instant multiplayer: host a room from Studio and send friends a link — no install, no account to play.
- Lobby with presence, a max-players cap, and optional teams (auto-balanced).
- Publish your game to a public library page anyone can play and host.
- Studio
A UI layer, variables, and reusable behaviours
- Build HUDs and menus: text, buttons, bars and panels across Title / Playing / Game-over screens, with live tokens like {score}.
- Define your own game variables (number, string or bool) and drive them from blocks and scripts.
- Save reusable behaviours and attach them to many objects at once.
- Move, resize and rotate objects directly on the canvas; box colliders and physics per object.
- Engine
The engine & Studio
- Our own 2D engine in TypeScript — Canvas2D renderer, fixed-timestep loop, AABB physics. No black box.
- Visual Studio editor: drop objects onto a scene, tune them, hit Play.
- Two ways to program: snap Blocks together, or write code — they’re the same thing under the hood.
- Top-down and platformer modes, multiple levels, and goals (collect / defeat / survive).