A friendly game engine and editor.
Free · one self-contained binary · works fully offline
The editor, prototype context. Notice the workspace tint — it always tells you what world you are inside.
Scene, prefab and prototype are different worlds with different rules. Nuael paints each one its own color, so a wrong edit in the wrong world stops being a matter of attention and becomes a matter of design.
Your living world. Entities, sprites, gizmos — move, rotate, scale right in the viewport.
Reusable blueprints. Edit once — every instance follows. The amber tint warns: you are editing the mold, not an instance.
Experimental hierarchies with their own root and their own rules — sandboxed from your scene until you say otherwise.
When something cannot be done, the editor says so, says why, and writes it to the log. The details below are not aspirations — they are how the current build behaves.
Undo restores the real state, not an approximation. When there is nothing to undo, you get a quiet status line — not an alarming toast.
If the window cannot open, the log lists every browser it tried and what each one answered. No shrugging error boxes.
One binary, everything inside. No hidden downloads on first launch — pull the network cable, it still runs.
The visible state is the persisted state. Names are labels; identity lives in UIDs — duplicates are allowed, confusion is not.
First truly usable release: process-pair editor/runtime, scenes, prefabs, prototypes, atlases, gizmos, honest undo.
Runs where it didn't: browser fallback chain, offline self-contained binary, CLI flags (--debug, --browser, --log-level), Linux build.
Design-system cleanup sprint, docs ("your first game in 30 minutes"), demo projects and screencasts.
zml local reinforcement learning, networked services, asset catalog — shaped by everyone who joins the journey.