The foundation is real.
- Full 3D core & Jolt physics
- Metal lighting & ray-traced shadows
- Skinned characters & animation
- C# scripting through .NET
- World editor, levels & game flow
- Demand-driven sun shadows
A real 3D engine for the Mac. A future with AI partners.
A world that’s unmistakably yours.
From the first patch of terrain to the last level transition. Serious tools, built around the game you want to make.
A physical sun and moon. Sky atmosphere, volumetric fog, ray-traced shadows and probe-based global illumination. Light that gives a place its character.
Entity-component architecture · Jolt physics · Imported characters & animation · .NET scripting
Meet the Orbs: AI partners designed to work inside your world. You set the direction. They help with the next step.
IN DEVELOPMENT · GRAPHICS FIRST
You bring the taste. Orbs bring a helping hand.
Scripts, greyboxing, animation wiring and level flow—through the engine’s own tools.
This is a scripted website concept, not a live AI connection. Orb development is paused while the graphics foundation is completed.
Ambition, with the work to back it up.
Here’s where relayENGINE stands today.DEVELOPMENT SNAPSHOT / 03 NOV 2026
Image regression checks. Frame-time guards. Sandboxed proofs that leave your projects alone.
A developer with a world in mind, and too many disciplines to master alone. The art became a wall. The game stalled.
relayENGINE grew out of that moment. For developers who need artists. Artists who need developers. Anyone stealing an hour after work to make something of their own.
Because the world in your head
deserves a life outside it.
The current engine and editor target Apple silicon Macs running macOS 26.0 or later, with Metal rendering. Additional memory and storage requirements aren’t specified here.
The full Orb team is a development direction, not a shipping feature. Early agents exist, but Orb development is paused until the graphics goals are met. The interactive demo on this site is a scripted illustration of that direction.
The engine uses a full 3D world by default. Camera lenses support side-scrolling 2.5D, top-down and isometric perspectives on that same world.
Yes. The engine supports imported rigged 3D models and animation clips, with blending and layering. Gameplay uses C# through the .NET runtime, loaded as a plugin.
macOS is the production focus. iOS is planned after macOS is production-ready. Windows, Android and consoles are longer-term directions; the plugin architecture keeps those paths open.
Rendered frames are compared byte for byte against a pinned build. Deliberate image changes are recorded, frame-time guards check the budget, and proofs run offline in a sandbox without touching creators’ projects or settings.
A public download, release date and pricing are not announced here. Follow the official channel ↗ for project updates, or connect through the official channels below.