A full 3D engine with a first-class 2D layer on top. Originally written 2009–2012 and shipped on the App Store, revived and fully modernized in 2026. Open source under the Apache-2.0 license.
Rendering everywhere
One renderer across Metal, Vulkan, GL3+, GLES2 and WebGL, with pixel-identical output enforced by a parity test. SDL3 windowing and input, glTF asset loading.
Script debugging in the editor
Breakpoints in the gutter, step in, over and out, the call stack and frame-scoped locals — against the running game, with Lua hot-reload while it plays.
Visual UI editing
Build a screen on the canvas with selection, resize and anchor grips, and preview it at real device presets — notch, safe area and all — without leaving the editor or starting the game.
Six platforms, one project
A game is a folder with a manifest; the Build menu exports a macOS app, iOS app, Android APK or a self-contained browser build — each with per-project icons and launch screens; store-submittable packages are a CLI flag away.
Live Lua scripting
Game logic lives in per-object script components with designer-tunable properties, a sandbox per instance and hot-reload during Play — complete games ship with zero compiled code.
2D and organic vector art
Sprites, flipbook animation, batched particles, and flat-colour vector shapes that squash, stretch, wobble and morph as soft bodies — resolution-independent art with cooked vector clip animation.
Physics and gameplay systems
Jolt Physics with a planar 2D mode, data-driven collision layers and contact events into script; named input actions, an audio mixer with streamed music, tweens, localisation, typed saves, haptics and a defined mobile lifecycle.
Game UI
A display-scale and safe-area aware UI system: runtime-baked TTF fonts, rect-anchor layout with groups and scroll views, nine-slice panels, and whole screens authored as declarative text files.
An editor that plays out of process
Scene authoring with hierarchy, inspector, asset browser, prefabs and tile painting; Play spawns the standalone player over a debug protocol — on desktop, simulators, devices or in the browser — so a crashing game never takes the editor down.
AI-native by design
The editor hosts a Model Context Protocol server: agents open projects, edit scenes, write assets, drive Play, run tests and read back state and screenshots.
Download the editor
Nightly prereleases: the tip of main, built and tested by CI and replaced each night. Each platform ships an installable download and a portable archive of the same build.
macOS Apple silicon
Open the disk image and drag Orkige to Applications. It is signed and notarized, so it opens like any other app. Apple silicon only.
Windows x64
A per-user installer, no administrator rights needed. It is not yet signed, so Windows shows “Windows protected your PC” — choose More info → Run anyway. The portable .zip does not ask.
Linux x86_64
One file: chmod +x it and run it. If your system no longer ships FUSE, run it with --appimage-extract-and-run. The .tar.gz is smaller but expects the X, audio and D-Bus libraries the AppImage carries itself.
Every download has a .sha256 file beside it, and every older build stays on the releases page as a dated prerelease. What a downloaded build cannot do yet is part of the nightly build documentation.