Currently building
Games are
rising.
Our first game is in development on the Phoenix engine — a custom C++ game engine built from scratch for speed, feel, and obsessive attention to detail.
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Under the hood
The Phoenix Engine
We're not licensing an off-the-shelf engine — we're building our own in C++ targeting WebAssembly and native platforms via WebGPU. Same obsession with speed and feel as our apps, just with more explosions.
C++ / WebAssembly
Runs at native speed in the browser and on desktop — zero performance tax.
WebGPU Renderer
Next-gen GPU API with WGSL shaders. Forward+ lighting, instanced rendering, zero draw call overhead.
Scene Graph
Godot-inspired Node/SceneTree hierarchy. Sprite2D, AnimatedSprite2D, Camera2D, CanvasLayer.
Input System
Unified keyboard, mouse, touch, and gamepad input with action mapping.
Draw Call Batching
CPU-side batch sorting by texture atlas. Thousands of sprites with a single GPU call.
Zero Dependencies
Pure C++ core. Emscripten for WASM, emdawnwebgpu for WebGPU bindings — nothing else.
class Game : public SceneTree { public: Sprite2D* player; Camera2D* cam; void _ready() override { player = add_child<Sprite2D>(); player->set_texture("hero.png"); cam = add_child<Camera2D>(); cam->follow(player); } void _process(float dt) override { if (Input::is_pressed("move_right")) player->position.x += 200 * dt; } }; // ~60 fps. No GC. No overhead.