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The sample games

The engine’s repository includes its sample projects in Data/SampleProjects/. The games and the Shader Gallery were built and playtested through the engine’s MCP tools. Open any of them in the editor to see how it is made: in the project manager, choose Open Folder… and pick its folder. An editor from a release can also download them from the project manager’s Samples tab.

The engine’s website plays the games and the Shader Gallery in a browser with WebGPU, and has a download of each:

Project In the browser Windows Linux Steam Deck
Sky Hopper Yes Yes Yes Yes
PaperKid Yes Yes Yes Yes
Snowline Yes Yes Yes Yes
Lamplight Yes Yes Yes Yes
Masquerade Yes, against bots Yes Yes Yes
Shader Gallery Yes Yes Yes No

Each download is a zip. On Windows or Linux, unzip it anywhere and run the game in it (the Linux build needs x86-64 and glibc 2.35 or newer). On the Steam Deck, unzip it into a folder, then in Desktop Mode add the game in that folder to Steam as a non-Steam game.

Data/SampleProjects/SkyHopper

Sky Hopper: the blue hero running towards floating grass islands, coins and a flag ahead.

A small 3D platformer: five levels, coins, enemies and hazards, three lives with stars and best scores saved, menus with volume settings, music and effects, and gamepad support throughout.

Data/SampleProjects/PaperKid

PaperKid: a kid on a bike throwing a newspaper towards a porch along a town street.

An arcade paper-route game: five town blocks on a difficulty ramp, papers thrown with a soft auto-aim, traffic and pedestrians on the navigation mesh, lives, a live minimap drawn by a top-down camera into a render texture, particle effects, a newsprint GUI style sheet, and music that speeds up when the clock runs low. Its kid, bike, town and people are modelled, rigged and animated by Blender scripts.

Data/SampleProjects/Snowline

Snowline: a snowboarder on Ridge past the gap, gems and slalom flags ahead, a medal ghost alongside.

A snowboard time trial with tricks. It shows generated terrain with splat-painted snow, rock and forest; scattered vegetation whose trees are solid; splines for the course line and the medal ghosts; an animation graph the rider drives by parameters; decals for its tracks; and jointed slalom flags. Three courses opened by medals: Meadow, Forest with its shortcut through the trees, and Ridge, with a run of kickers, a gap over a crevasse and an avalanche chasing down the last stretch.

Data/SampleProjects/Lamplight

Lamplight: the thief on a lamplit path through a hedged garden at night, a guard with a lantern growing suspicious.

A night-time manor heist in pure stealth. It shows lamplight and lantern shadows, a light meter that reads the renderer’s own lights, guards on navigation rounds who see by their lantern’s cone and hear footsteps on each surface, doors and gates to pick, walls that dither away between the camera and the thief, rain, reverb per room, and auto exposure from moonlit grounds into torch-lit cellars. Five levels, with checkpoints, loot, an alarm, and a ghost medal for never being seen.

Data/SampleProjects/Masquerade

Masquerade: a masked guest on the Canal quay among the crowd, gondolas passing under, the mark’s portrait and the clock above.

Social stealth at a masked ball, alone against bots or with up to four players over the network. Every hunter hides among some 150 masked guests and hunts the one guest they were given, by the costume it wears, while someone else hunts them. Guests stroll, gather to talk and dance to the orchestra’s cues; a player who sprints, or stands still when everyone dances, stands out. It shows an authoritative host that plays, other players joining it over the network, replicated script state, crowds on navigation drawn as instances of six costumes with their own animation clips, custom shaders on the masks and the silk, and generated music the crowd follows. Three maps: the Palace, the Canal and the Gardens. Its screens show a game’s GUI: a title that leads to a map page and a join page (a joiner takes the host’s map), a controls page of prompts that follow the device in hand, a HUD with your mark’s portrait, the clock and your points, and a pause menu and ranked results over the ball, dimmed and blurred. In the browser you play alone against three bots; the desktop build also hosts a ball for up to four players.

Data/SampleProjects/ShaderGallery

Shader Gallery: the hall of lesson shaders, each on its own plinth.

Not a game: a course in custom shaders. A hall of eleven lesson shaders, surface shaders first and then low-level ones, each on its own plinth, with a free camera and a list that flies to each lesson and says what it teaches. See Custom shaders.

Data/SampleProjects/NativeSample

Not a game to play: the reference for a project with native C++ code. Its game plugin, in Native/, registers the project’s own components, subsystems and script facades when the player loads it.