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v1.1.4 released

MainframeEngine

A C# game engine on Vulkan with a Godot-style node tree, and an editor built on its own game UI.

  • .NET 10
  • Vulkan 1.2
  • macOS · Windows · Linux
  • MIT

Showcase

Made with Mainframe

Every image is the engine rendering in real time: the editor, the Demo's scenes and the Forest walk.

The editor built with the engine's own game UI

The Demo one scene per feature

The Forest a first-person walk through a generated valley

Audio tools

A DAW inside the editor

Compose music and design sound effects next to your scenes. The built-in instrument needs no other app, and your VST3 plugins work too. Songs render to looping files the game plays like any other sound.

Music editor

Write the soundtrack where you build the game

  • Music mode: the whole window for the song, with the transport in the toolbar
  • Arrangement: instrument and audio tracks, a loop region, clips that snap, resize and duplicate
  • Piano roll with a velocity lane, quantize, and one undo entry per gesture
  • Mixer: insert slots, pan, dB faders, peak meters, mute and solo, a master strip
  • Browser: every song in the project and every plugin, dragged onto a track or strip
  • Mainframe Wavetable: a built-in synth with unison, warps, two filters, a mod matrix, presets and .wav wavetables
  • VST3 instruments and effect inserts in a crash-safe plugin host, with delay compensation
  • MIDI keyboards: play the armed track, record takes, loop-record, input quantize
  • Render to OGG Vorbis or WAV, in the editor or headless in CI
How it works →

Built-in effects

Mix with effects that ship with the editor

  • Channel EQ with a curve you drag, and a resonant filter with a synced sweep
  • Compressor, brickwall limiter and noise gate with live gain-reduction meters
  • Beat Delay in note values (dotted, triplet, ping-pong) and a reverb with pre-delay
  • Chorus, flanger, phaser and tremolo/auto-pan locked to the song
  • Saturation, distortion and a bitcrusher, oversampled
  • Presets, and one undo step per knob or handle drag; songs play the same everywhere
How it works →

Wavetable synth

A wavetable synth built into the editor

  • Two wavetable oscillators with warps and up to 16-voice unison, plus sub and noise
  • Two filters (ladder, SVF, comb, formant) drawn as live curves
  • Drag an envelope, LFO, macro or controller onto any knob to modulate it; watch it move
  • Envelopes with draggable handles and LFOs you draw point by point
  • 39 factory presets, your own as project files, and .wav wavetable import
  • Its own effect chain, a mod matrix and an on-screen keyboard
How it works →

Sound designer

Sound effects without audio files

  • ZzFX sounds synthesised at run time from one line of parameters
  • Presets: pickup, laser, explosion, hit, jump, blip and power-up
  • Randomize and Mutate, then copy or paste the ZzFX line
  • A live waveform that replays on every change, with undo
  • Export any sound to a WAV file
How it works →

Video mode

Promo footage without leaving the editor

Record a play session, then flip the Game|Video toggle: the editor becomes a video editor that trims the recording down to the good parts.

Record, trim, export

Cut the dead air, keep the action

  • Record any game to MP4 with F10 in the editor or --record, through your own ffmpeg
  • Detect Silence and Detect Idle Gameplay cut dead air, idle play, loading and pauses
  • Whisper transcripts on your machine: edit the video by clicking words
  • Remove Fillers cuts every “um” and “uh”, aligned to the audio
  • Gapless preview that plays only the footage you kept
  • Export the trimmed MP4, precise or fast, and the transcript as SRT or text
How it works →

Features

Everything a game needs, in one tree

31 subsystems, each with a design doc that describes it exactly as it is in the code.

Download

Get the editor

Self-contained builds of v1.1.4: unpack and run, no .NET install needed. The Project Manager creates your first game.

macOS: the build is unsigned, so the first time right-click the app and choose Open.All releasesPrefer the command line? The NuGet template

Start building

Read how the engine works, or open the editor and press Play.