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.

game.cpp — Phoenix Engine
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.

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