Game engine · Pre-alpha
LUNA
A lightweight, text-first game engine built on Godot. Unreal's gameplay framework, Unity's component workflow and a built-in AI assistant, in one small, portable editor.
- Pre-alpha
- Windows first
- Hard fork of Godot 4.7
About Luna
Luna is our game engine: a hard fork of Godot, rebuilt for how we want to make games.
We pruned Godot 4.7 to what Luna needs and kept its proven foundations: the renderers, Jolt physics, asset import, export and the editor UI toolkit. On top of those we built an Unreal-style gameplay framework and Unity-style component editing.
How you build
Standard pieces, not blank nodes.
Every project starts from the same vocabulary: Level, Actor, Pawn, Character, Controller and Game Mode. Controllers possess Pawns, the Game Mode sets the rules, and no one starts from an empty tree.
Compose in the Inspector.
Colliders, physics bodies, sprites, cameras, audio and scripts are components you add to an Actor, not child nodes. Ready-made Behaviors like Platformer, Top-down and Health snap on the same way, and an object can carry several scripts.
Design pillars
- 01
Standard pieces
Level, Actor, Pawn, Character, Controller and Game Mode in every project, from the first minute.
- 02
Compose in the Inspector
Behaviour is components and scripts on an Actor, edited as cards, not a tree of child nodes.
- 03
Everything is text
Levels and Actor classes save as clean, readable text that diffs well and is safe for a person or an AI to edit.
- 04
Small and portable
One editor executable. No installer and no account.
- 05
AI as a first-class panel
Optional and toggleable, on your own subscription or API key. The engine exposes its own tools to AI agents.
- 06
Sleek and dense
A professional dark editor theme in the spirit of modern pro tools.
What it borrows
- Unreal
The Actor, Pawn, Character, Controller and Game Mode framework, with possession.
- Unity
Components in the Inspector, with several scripts per object.
- Construct
Add-a-behaviour simplicity: Platformer, Top-down, Pickup.
- Godot
A single-binary editor and a permissive, open foundation.
Where it is now
Early development: pre-alpha, Windows first.
Foundation
Done- Godot 4.7 merged, pruned and rebranded to Luna
- Windows build and CI
- An engine-wide reflection registry
- The first pass of the Luna editor theme
2D Level 1 · Playable core
Built, final gate pending- The Actor and component core, with 2D scene, physics and collider components
- Pawn, Character, Player and AI Controllers, and the Game Mode
- Behaviors: platformer and top-down movement, Health, Damageable, Pickup, Spawner, Timer and Rotate
- Luna's own .level and .actor text formats, round-tripping byte for byte
- Event connections and built-in reactions, wired without code from an Events tab
- Inspector component cards and an Actor-first Scene panel
- A Level Manager with async loading and transitions
- Play from Here, pause, step frame and eject to a free camera
- luna check, a headless project validator for CI and AI agents
- A local, token-protected MCP server so AI agents can inspect the editor, run the game and take screenshots
- A two-level sample platformer and a 2D Platformer project template
Roadmap
2D and 3D alternate, so 3D reaches parity with 2D at each stage.
Foundation
DoneGodot 4.7 merged and pruned, rebranded, Windows build and CI, reflection registry, first editor theme.
2D Level 1
NowA playable 2D game built only from Luna Actors, components, Behaviors and Events.
Luna look and Level-first editor
PlannedTheme v2 and an icon set. New Level and New Actor become the starting points, with a Create menu, a radial context menu, drag previews and component presets.
3D Level 1
Planned3D parity: 3D Actors and Characters, Jolt physics, third- and first-person movement.
Level 2 · Production basics
PlannedInput rebinding, a camera manager, save games, debug tools, a content browser, a command palette, the AI panel, data tables, greybox tools, a game-feel toolkit and playtest builds.
Level 3 · Content tools
PlannedAnimation, a Sequencer, tile painting, a UI system, dialogue, quests, an ability system, visual diff and merge for Levels, and an asset cache.
Level 4 · Scale and performance
PlannedLevel streaming, a profiler, navigation and AI, C# support, a data-oriented swarm system and rewind debugging.
Level 5 · Feature complete
PlannedExport polish, project templates, user documentation, a frozen plugin API, a Godot project converter and the Luna Hub.
Later tracks: visual scripting, a Luna scripting language, VR, Linux and macOS builds, and an asset store.
Watch the repo.
Follow Luna's development as it happens.