Available on Steam — Free during Early Access

Build Games
At Light Speed

A powerful 2D game engine with an integrated visual editor, RedPrint visual scripting, .NET scripting, node-based VFX, and multi-platform deployment — all in one app.

Red Pew Engine — Editor
Red Pew Engine — Editor Overview
0+ Core Features
0+ Post-FX Effects
0 Scripting Systems
0 Device Types
Features

Everything You Need to
Ship Your Game

A complete game development environment — from visual editing to multi-platform builds.

GPU Rendering

Hardware-accelerated rendering that automatically adapts to Vulkan, Metal, or DirectX 12 depending on the platform. Sprite batching, shape batching, tilemap rendering, and a post-processing stack with 13+ cinematic effects.

Integrated Editor

An all-in-one scene editor with hierarchy, inspector, asset explorer, viewport tools, transform gizmos, snap settings, tilemap painting, sprite animation editor, and camera rig.

RedPrint Visual Scripting

A graph-based visual scripting system inspired by Unreal Blueprints. Create game logic by connecting nodes — no coding required. Compiles for production performance.

GPU VFX Graph

Node-based particle effects with context blocks — Spawn, Initialize, Update, Output, Collision, and GPU Events. Entirely GPU-driven simulation and rendering for massive particle counts.

Dual Physics Engines

Built-in engine or SIMD-accelerated deterministic engine. 6 collider types, gravity/buoyancy/wind zones, one-way platforms, raycasting, CCD, collision layers — with joints, motors, and soft bodies on the roadmap.

.NET Scripting

Full .NET scripting support alongside RedPrint. Write game logic in C# with hot reload, complete API access, and embedded code editor with IntelliSense.

Spatial Audio

Full-featured audio engine with spatial sound, HRTF panning, bus routing, mixer editor, per-source filters, and detailed inspector controls for every parameter.

Content Pipeline

Native Aseprite import, image format conversion, automatic thumbnails, drag-and-drop assets. Supports PNG, WebP, TGA, QOI, DDS, and more out of the box.

Multi-Platform Deploy

Build to HTML5, embedded platforms, or Desktop with native GPU access. Mobile and console targets are on the roadmap.

Visual Editor

A Complete Game Studio
On Your Desktop

The integrated editor gives you everything — scene hierarchy, property inspector, asset explorer, viewport with transform gizmos, tilemap painting, play/pause/step controls, sprite animation editor, and a built-in performance profiler. All in one window.

Scene Hierarchy & Inspector Organize entities and edit components visually
Tilemap & Sprite Animation Paint tiles and create sprite animations in the viewport
Play Mode Play, pause, and step through your game within the editor
Camera Rig Cinematic camera sequences with target groups and blending
Red Pew Engine — Editor Panels
Camera System

Cinematic Camera
Rig

A full camera orchestration system inspired by industry-standard tools. Priority blending between rigs, screen-space composition with dead & soft zones, spline dollies, orbital cameras, and procedural shake — all tunable in one inspector.

6 Position Modes Follow, Composer, Hard Lock, Spline Dolly, Orbital, or None
Screen Composer Dead zone + soft zone with offset. Target stays where you want it on screen
Camera Shake Procedural multi-frequency noise. Subtle, Handheld, Impact presets built in
Priority Blending Multiple rigs blend automatically by priority with configurable easing
Confine Bounds Soft or hard camera clamping to rectangular world bounds
Lookahead Camera anticipates target movement for buttery-smooth gameplay feel
Inspector — CameraRig
Camera Rig
Composer • Look-At
Priority: 10
Target: Player
Position Control
None
Follow
Composer
Hard Lock
Spline
Orbital
Follow Offset
X 0.00
Y 2.00
Position Damping 1.00
Instant
Snappy
Normal
Smooth
Cinema
Screen Composer
Dead Zone (cyan) · Soft Zone (purple)
Dead Zone
W 10%
H 10%
Soft Zone
W 80%
H 80%
Noise
Amplitude 0.30
Frequency 2.0 Hz
Rotation 0.5°
Subtle
Handheld
Impact
Rotation Control
Lens Override
Lookahead
Confine Bounds
Blending
Visual Scripting

Game Logic
Without Code

RedPrint is a graph-based visual scripting system inspired by Unreal Blueprints. Drag, connect, and run — prototype instantly or ship to production with compiled scripts for maximum performance.

Drag-and-drop node-based editor
Full standard library of game logic nodes
IR compiler with optimization passes
Compiles for production performance
Live interpreter for instant previews
Works alongside .NET scripting
Redprint — Visual Scripting
Redprint PlayerController / OnDash
Add
Compile
IR
Compiled
Dash Logic
TODO: add cooldown timer
On Key Press event
exec
key
filter
Space
Branch
exec True
condition False
Get Axis pure
axis
Horizontal
value
0.85
Multiply pure
A result
B
350
297.5
Set Velocity
exec done
target
Self
direction ⟵ connected
speed ⟵ connected
Print String debug
exec
text
"no dash"
VFX Graph Editor
VFX Graph Explosion_Heavy
Add
Compile
Shader
Compiled
Explosion_Heavy 50,000 particles
Spawn 2 nodes
Rate Over Time
rate
500
Periodic Burst
count 200
delay 0.5
Initialize 3 nodes
Capacity
50,000
Set Position (Sphere)
radius
2.0
arc 360°
Set Color (Gradient)
gradient
Set Lifetime (Random)
min 0.3
max 1.5
Update 3 nodes
Trigger
Always
Turbulence
intensity
3.5
frequency 1.2
octaves 3
Color over Lifetime
gradient
Add Force (Gravity)
force
0 -9.8 0
Output 1 node
Quad Output
texture smoke_atlas.png
blend
Additive
sort
Youngest First
size
Noise 3D operator
seed 42
scale 4.0
VFX Graph

GPU-Powered
Particle Effects

Author complex particle systems visually with the node-based VFX Graph. Entirely GPU-driven — simulation and rendering run on the graphics card for massive particle counts without CPU overhead. Connect context blocks to create stunning effects without writing shader code.

Spawn

Rate, burst, conditional emitting

Initialize

Position, velocity, color, lifetime

Update

Forces, turbulence, attraction

Output

Sprites, trails, mesh particles

Collision

GPU particle–world collision detection

GPU Events

Spawn sub-effects on death, collision, or custom triggers

Post-Processing

Cinematic Quality
In 2D

A full post-processing pipeline with 13+ effects rarely found in 2D engines. Bloom, chromatic aberration, lens flare, color grading, film grain — all running on GPU compute shaders. Each effect has a specialized interactive editor with live preview.

Bloom Chromatic Ab. Color Grading Vignette Lens Flare Film Grain Motion Blur Lens Distortion White Balance Lift Gamma Gain Channel Mixer
Inspector — Camera2D
Post-Processing
Bloom
ON
0.90
Threshold
Soft Knee
Intensity 100%
Scatter 70%
Tint
#ffffff
Low
Med
High
Ultra
Chromatic Aberration
ON
10%
Intensity
R G B
None
Subtle
Medium
Strong
Color Grading
ON
-5
0
+5
Contrast 0%
Saturation 100%
Hue Shift
Temperature
Tint
Vignette
ON
Intensity 40%
Smoothness 40%
Roundness 1.00
Film Grain
Motion Blur
Lens Flare
Lens Distortion
White Balance
Physics

Dual Physics
Engines

A reliable built-in engine and a SIMD-accelerated deterministic engine. 6 collider types, effector zones, collision layers, raycasting — and joints + soft bodies on the roadmap. Every collider gets its own visual inspector with shape preview, material editor, and platform settings.

Box

Axis-aligned box with half-extents

Circle

Perfect circle with radius

Capsule

Rounded ends, vertical or horizontal

Polygon

Convex hull, up to 8 vertices

Edge

Edge chains for tilemap boundaries

Tilemap

Composite collider from tile data

Inspector — BoxCollider2D
COLLIDER
2.00 × 2.00
Shape
Offset (0.00, 0.00)
X 0.00
Y 0.00
Size 2.00 × 2.00
W 2.00
H 2.00
0.5²
1×2
2×1
Material
Friction 0.40
Bounciness 0.00
Density 1.00
Platform
Up
Down
Left
Right

Objects pass through from the opposite side, but collide from the solid side.

Collision Layers
Debug Rendering

Gravity Zones

Override, additive, point, or scale gravity. Linear / inverse-square / smoothstep falloff, priority layers.

Buoyancy Zones

Fluid density, linear & angular drag, flow velocity, surface normal. Simulates water, lava, etc.

Wind Zones

Directional or radial wind. Turbulence, pulse, strength falloff. Circle or box shape.

Rigid Body Features

  • Static / Kinematic / Dynamic bodies
  • Mass, linear & angular damping
  • Per-body gravity scale
  • Freeze X / Y / rotation constraints
  • CCD (continuous collision detection)
  • Dominance priority (-127 to 127)
  • Sleep thresholds & interpolation
  • One-way platforms with custom direction

Spatial Queries

RaycastRaycastAllOverlapPointOverlapBoxOverlapCircle

Collision System

16 layer bitmask Triggers / sensors Contact manifolds Relative velocity Force / Impulse API

Joints (coming in 1.x)

Revolute

Hinge — free rotation around an anchor point

Prismatic

Slider — free translation along one axis

Spring

Damped spring with rest length, stiffness, damping

Rope

Maximum distance constraint between two bodies

Fixed

Locks relative position and rotation completely

Full motor & limit control on Revolute and Prismatic joints. All joints support anchors, wake-on-create, and contact toggling.

Planned — 2.x

Soft Body Physics

Mass–Spring systems, Metaballs, and deformable bodies — a toolkit for slime, jelly, cloth, fluids, and everything that squishes.

Audio

Spatial Audio
Built In

A complete audio engine with HRTF spatial positioning, hierarchical bus routing, real-time biquad filters, and priority-driven voice management. Every source gets a dedicated inspector with waveform preview, spatial visualization, and fade envelope.

8 Biquad Filter Types

Lowpass Highpass Bandpass Lowshelf Highshelf Peaking Notch Allpass
Inspector — AudioSource
Audio Clip
explosion_heavy.ogg 1.2s
Auto Play Loop
Volume
75% (-2.5 dB)
-∞ -12 -6 0 dB
0%
25%
50%
75%
100%
Pitch 1.00x
0.5x
0.75x
1x
1.5x
2x
Output
Mixer
GameMixer.mix
Bus
Master → SFX
Spatial
Dialogue
SFX
Ambient
Music
1u
100u
100%
Min 1.0u
Max 100u
Inner: 120°
Outer: 240°
Fade
Fade In 0.3s
Fade Out 0.5s

Spatial Audio

Full 3D audio positioning mapped to your 2D world. HRTF and equal-power panning, distance curves, cone attenuation, and Doppler.

Bus Mixer

Hierarchical audio bus tree — Master, Music, SFX, UI, Ambient. Volume in dB, mute/solo, aux sends between buses.

Per-Bus Filters

Chain biquad filters on any bus: lowpass, highpass, bandpass, lowshelf, highshelf, peaking, notch, allpass.

Voice Management

Up to 64 concurrent voices with priority-based stealing. Per-voice volume, pitch, loop, fade, and spatial overrides.

Real-Time Metering

Peak and RMS levels in real time. Visual waveform preview and level meters baked into the editor.

Distance Models

Linear, inverse, and exponential rolloff. refDistance, maxDistance, rolloffFactor per audio source.

Materials

Physics Materials
With Presets

Define friction, bounciness, and density for every surface — or pick from 8 built-in presets. Visual inspector with animated preview.

Default

1 kg/m²

Standard physics material

Friction
0.4
Bounce
0

Ice

0.92 kg/m²

Extremely slippery frozen surface

Friction
0.02
Bounce
0.05

Rubber

1.1 kg/m²

High grip, very bouncy

Friction
0.9
Bounce
0.85

Metal

7.8 kg/m²

Heavy steel, slight bounce

Friction
0.3
Bounce
0.15

Wood

0.6 kg/m²

Natural wood surface

Friction
0.5
Bounce
0.3

Stone

2.5 kg/m²

Rough stone or concrete

Friction
0.6
Bounce
0.1

Oil

0.9 kg/m²

Slick oily surface

Friction
0.05
Bounce
0

Foam

0.1 kg/m²

Soft foam, absorbs impact

Friction
0.7
Bounce
0.2

Visual Editor

Roughness and elasticity sliders with a live animated bouncing-ball preview showing friction and restitution in real time.

Combine Modes

Control how material properties combine on collision: Average, Minimum, Maximum, Multiply. Separate rules for friction and bounciness.

Density Types

Quick-pick densities: Air, Foam, Wood, Water, Stone, Iron. Fine-tune with a logarithmic slider from 0.1 to 100 kg/m².

Content Pipeline

Native Asset
Import

Drop in your Aseprite files, TGA, QOI, or DDS textures — the pipeline handles decoding, conversion, mipmaps, and thumbnails automatically.

Aseprite

.ase / .aseprite

Native import — RGBA, Grayscale, Indexed color modes, layer blending, frame composition, palettes.

TGA

.tga

Targa image decoding with full alpha support.

QOI

.qoi

"Quite OK Image" — lossless, RGB/RGBA, sRGB and linear colorspace.

DDS

.dds

BC1 (DXT1), BC3 (DXT5), BC7 GPU-compressed textures — decoded to RGBA for preview.

Standard Formats

PNGJPEGWebPBMPGIF

Channel Swizzling

RGBAARGBBGRARGBBGRRGR

Per-Asset Settings

Format (PNG/WebP), quality, filter mode (nearest/linear), mipmaps, max size, premultiply alpha — saved per import.

Off-thread decoding Mipmap generation Automatic thumbnails Magic-byte detection Plugin handlers
Input System

Any Device,
One Unified API

A hardware-agnostic input framework inspired by Unity Input System — with action maps, composites, processor pipelines, and built-in templates for common genres.

Supported Devices

Keyboard All standard keys, modifiers, anyKey detection
Mouse 5 buttons, position, delta, scroll wheel
Gamepad Xbox / PS / Switch / generic — stick, trigger, d-pad
Touchscreen 10-point multi-touch with pressure & radius
Pen / Stylus Pressure, tilt, twist, barrel buttons, eraser
Motion Sensors Accelerometer & gyroscope with 3-axis readouts

Action Types

Button — Boolean press state — any binding triggers the action
Jump, Fire, Interact
Value — Single-axis float [-1..1] — highest magnitude wins
Throttle, Zoom
Axis2D — Vec2 output — WASD composite with diagonal normalization
Move, Look, Aim
Axis3D — Vec3 output — sensor data, 3D spatial controls
Accelerometer, Gyro

Architecture

Backend Devices Controls InputManager Action Maps Actions Callbacks
Control Schemes

Group devices into schemes (Keyboard+Mouse, Gamepad, Touch). Auto-switches on device connect/disconnect. Filters active bindings per scheme.

Action Maps

Logical groups of actions — Gameplay, UI, Vehicle. Enable/disable as a group. Frame-aware lifecycle with time-based interaction re-evaluation.

Composite Bindings

Combine buttons into axes — WASD or arrows into Axis2D with automatic diagonal normalization. Positive/negative parts for 1D axes.

Per-Entity Input

InputReceiver component with priority, exclusive mode for modal UI, and player index for local multiplayer (up to 8 players).

Processor Pipeline

(per-binding or per-action)
Deadzone
Axis Deadzone
Stick Deadzone
Clamp
Scale
Invert
Normalize

Chain multiple processors per binding — e.g., Stick Deadzone → Scale → Clamp. Extensible registry for custom processors.

Interaction Types

Press Press-only, release-only, or press-and-release behavior
Hold Fires after held for a duration — with progress callback
Tap Quick press-and-release within a time window
Multi-Tap N quick taps with configurable delay and timing
Slow Tap Fires on release if held between min and max duration

Action phases: Disabled → Waiting → Started → Performed → Canceled. Subscribe with onStarted / onPerformed / onCanceled callbacks.

Built-in Genre Templates

— start with a preset and customize
Platformer 2D

Move (WASD + Stick + D-Pad), Jump, Attack, Dodge

FPS

Move, Look, Fire, Aim, Jump, Crouch, Reload, Interact

Twin Stick

Move, Aim (mouse + stick), Fire, Dash

UI Navigation

Navigate, Submit, Cancel, Point, Click + Touch scheme

Xbox PlayStation Switch 8BitDo Razer Logitech SteelSeries — recognized controllers
Profiling

Know Where
Every ms Goes

A dedicated profiler window tracking CPU, GPU, physics, audio, and memory — with a flame graph and trace export.

Overview

Rendering, physics, audio, and memory at a glance — with frame breakdown and budget status.

CPU

Hierarchical timing table with last/avg/max values, percentages, and sparkline history per section.

GPU / Render

Draw calls, triangles, vertices, texture binds, pipeline changes, buffer uploads, and VFX particle counts.

Memory

Heap and VRAM tracking — used/allocated/limit. GPU resource counts for textures, buffers, and render targets.

Physics

Bodies, active/sleeping, colliders. Broad-phase pairs, narrow-phase contacts, islands, step time budget.

Flame Graph

Per-frame flame graph + call tree. Click any frame in the timeline to drill into nested scopes.

Tracked Metrics

FPS Frame Time Draw Calls Triangles Texture Binds Pipeline Changes Buffer Uploads Active Bodies Contacts Active Voices Heap Usage VRAM VFX Particles
120 frame history · 300 samples per section · External trace export · Scope markers API
Deploy

Build Once,
Ship Everywhere

HTML5

Deploy to the web. Any browser, any device.

Available

Argon PlayFrame

Embedded games for Argon Chat platform.

Available

Desktop

Native builds with full GPU access. No browser runtime.

Coming in 1.x

Mobile

iOS & Android targets.

Planned

Consoles

PlayStation, Xbox, Nintendo Switch.

Planned
Under the Hood

Engineered for
Performance

Purpose-built from the ground up — every subsystem designed for speed and reliability.

GPU Rendering

Vulkan / Metal / DX12 auto-backend

Rendering
Compute Shaders

GPU post-processing & VFX

Rendering
.NET Runtime

C# scripting with hot reload

Scripting
RedPrint

Visual scripting + IR compiler

Scripting
Deterministic Physics

Reliable simulation engine

Physics
SIMD Physics

High-perf engine with SIMD

Physics
Spatial Audio

HRTF panning, bus routing

Audio
Cross-Platform GPU

Auto adapts to Vulkan, Metal, DX12

Rendering
Content Pipeline

Aseprite, PNG, TGA, QOI, DDS

Assets
Multi-Platform

HTML5, Desktop, Embedded

Deploy

13+ Post-Processing Effects

A full cinematic post-processing pipeline — unusual for a 2D engine.

Bloom Chromatic Aberration Color Grading Lens Distortion Vignette Film Grain Motion Blur White Balance Lift/Gamma/Gain Channel Mixer Lens Flare
Pricing

Simple &
Creator-Friendly

Free during Early Access. No royalties on versions 0.x and 1.x.

Current — v0.x Early Access
Free

No royalties. No strings attached.

Full editor & all features
All build targets
No revenue limits
No royalties
Get Started

Starting from version 2.x, we plan to introduce tiered pricing:

Individual

Revenue under $300k/year

Free

Full engine access, all features included.

Pro

Revenue under $1M/year

Subscription

Priority support, advanced features.

Enterprise

Revenue over $1M/year

Custom

Source code access, dedicated support.

Roadmap

Where We're
Headed

A transparent look at what's done, what's next, and what's coming.

v0.x Early Access
  • Core editor & scene system
  • GPU rendering pipeline
  • RedPrint visual scripting
  • .NET scripting
  • Sprite animation editor
  • Tilemap editor
  • GPU VFX Graph
  • Dual physics engines (deterministic + SIMD)
  • Post-processing pipeline (13+ effects)
  • Spatial audio system
  • Camera rig & cinematics
  • HTML5 & Argon PlayFrame targets
  • Built-in profiler
v1.x Release
  • Native desktop build target
  • Physics joints (Revolute, Prismatic, Spring, Rope, Fixed)
  • Joint motors & limits
  • Destructible geometry
  • Multiplayer / networking
  • Skeletal animation system
  • Enhanced asset pipeline
  • Plugin system
  • Improved documentation & tutorials
  • Inverse Kinematics (IK) solver
  • Procedural Animation system
  • Procedural Leg Placement
  • Gait System
  • Kinematics chains & constraints
v2.x Next Gen
  • 2D Lighting system
  • Shader Graph
  • Soft body physics (Mass–Spring, Metaballs)
  • 3D rendering support
  • Mobile build targets
  • Console build targets
  • Tiered pricing model
  • Enterprise source access
FAQ

Frequently Asked
Questions

Is Red Pew Engine free?

Yes — completely free during Early Access (versions 0.x and 1.x) with no royalties. Starting from 2.x, we plan to introduce tiered pricing with a free Individual tier for studios earning under $300k/year.

Is it open source?

No. Red Pew Engine is closed-source proprietary software developed by Argon Inc. LLC. Source code access may be available under an Enterprise license in the future.

What platforms can I build for?

Currently HTML5 (web browsers) and Argon PlayFrame (embedded games). Desktop native builds (Windows, macOS, Linux, Steam Deck) are coming in version 1.x. Mobile and console targets are planned for 2.x.

Do I need programming experience?

Not necessarily! RedPrint visual scripting lets you create game logic by connecting nodes — no coding required. For more advanced users, full .NET (C#) scripting is also available with hot reload and IntelliSense.

What makes it different from Unity or Godot?

Red Pew is purpose-built for 2D from the ground up — not a 3D engine with a 2D mode. It features GPU-driven VFX, a cinematic post-processing pipeline with 13+ effects, dual physics engines, spatial audio, and a deeply integrated visual editor — all shipping as a single native app.

What rendering backend does it use?

The GPU rendering pipeline automatically adapts to Vulkan, Metal, or DirectX 12 depending on the platform. For web targets, it uses WebGL2 or WebGPU. Sprite batching, shape batching, tilemaps, and compute-shader post-processing are all hardware-accelerated.

How do I get it?

Red Pew Engine is distributed through Steam. Search for "Red Pew Engine" on Steam or click "Get on Steam" at the top of this page. It's free during Early Access.

Can I use it for commercial games?

Absolutely. There are no revenue limits or royalties during Early Access. Build and sell your games with full confidence.

Ready to Build
Your Next Game?

Red Pew Engine is available on Steam. Free during Early Access — no royalties on versions 0.x and 1.x.

Get on Steam
Windows
macOS
Linux

Available on Windows, macOS, and Linux via Steam.