Current feature map

Enough engine to finish. Less engine to fight.

Myth Engine brings visual authoring, focused editors, game-ready systems, real code access, the Babylon.js runtime, and practical export into one local Windows workflow.

274implemented authoring actions
63event types in 16 categories
25purpose-built resource types

Readable by design

Gameplay stays visible as the project grows.

Visual events are not a separate toy layer. Every action offered for authoring has a runtime implementation, and the same project can mix object-only rules, reusable behaviors, data, and JavaScript.

See the editor workflow
The real Myth Engine visual event editor with Player events, actions, conditions, and reusable behavior attachments
Real editor capturePlayer events in the RPG starter

Core systems

A connected toolkit for complete, playable projects.

Visual logic

Events, actions, conditions, repeats, and behavior commands

Author movement, collision, UI, camera, save, RPG, audio, effects, 3D, and network logic through readable rules and typed pickers.

Scenes and worlds

2D maps, block worlds, and free-form 3D spaces

Paint tile layers, place objects, build zones, set views and lights, stack HD-2D blocks, sculpt terrain, and place models and props.

RPG and story

Dialogue, books, data, battles, menus, saves, and travel

Build grid-based adventures and choice-driven stories with data tables, interpolation, battle kits, inventory patterns, shops, transfer points, and HUD bindings.

Characters and motion

Sprite tools, character generation, rigs, animators, and cutscenes

Create and regenerate layered characters, edit sprite clips, author skeletal rigs, drive state-machine animation, and arrange timeline cutscenes.

Controls

Keyboard, pointer, touch, gamepad, and logical actions

Author against rebindable action names, capture keyboard and gamepad bindings, and reuse the same gameplay rule across multiple inputs.

Myth Packs

Move reusable systems between projects

Package resources with dependency closure, scan trust-sensitive content, preview imports, remap conflicts, and apply first-party or signed pack updates transactionally.

JavaScript and libraries

Monaco tooling without abandoning the visual project

Use completion, signatures, diagnostics, snippets, traces, breakpoints, resource validation, imported libraries, typings, and a searchable API reference.

Effects and presentation

HUD, audio, particles, shaders, materials, cameras, and weather

Build presentation with dedicated editors and runtime actions instead of hand-assembling every visual and audio system.

Powered by Babylon.js

One runtime from classic 2D to HD-2D and full 3D

Babylon.js 9.15.0 renders the whole Myth model: sprites, tilemaps, and UI alongside block worlds, glTF models, lights, fog, terrain, animator graphs, and Havok-backed 3D physics.

25 resource types

Wide enough for real projects. Organized enough to stay legible.

Every type has a focused editing surface, a predictable data shape, and a place in the same resource tree.

SpritesAnimationsSkeletal RigsSounds BackgroundsTilesetsPathsFonts HUD ElementsObjectsBehaviors2D Scenes 3D Scenes3D ModelsAnimatorsMaterials ScriptsShadersParticlesBooks GrimoiresCutscenesDialoguesLibraries Data Tables

Nine playable starting points

Live starters—not concept art.

Every project begins as a running game you can inspect and replace. These images come from current Myth starter projects built and run through the same playtest path creators use. They show the starting point before custom art and design—not a finished customer game.

The current Myth Engine project chooser showing storybook, arcade, platformer, dungeon, cozy, 2D, HD-2D, and 3D project types
Current editorChoose the kind of game—not a pile of setup.
The real Myth Engine RPG Adventure starter running in playtest with a hero, village paths, NPCs, a chest, health, and gold
Real playtest captureRPG Adventure starter

RPG Adventure

A walkable village with systems to inspect.

Begin with grid movement, camera follow, NPC interaction, a chest, shop, save crystal, and a second map reached through a door.

  • Top-down movement and camera
  • Dialogue, loot, shop, and save flow
  • Editable scenes, objects, events, and data
The real Myth Engine Cozy Island starter running in playtest with a generated meadow, beach, ocean, berries, player, and islander
Real playtest captureGenerated Cozy Island starter

Cozy: Your Island

A different island every new project.

Walk a noise-shaped island, pick berries, talk with Wren, and step through the cottage door. The generated shore becomes the natural boundary.

  • Generated meadow, beach, and sea
  • Collectible berries and NPC interaction
  • Outdoor and cottage scenes

Choose the loop you want to learn from

Nine ways to skip the setup.

Every option begins as a playable project. A blank project remains available when you want to add every resource by hand.

2D · RPG

RPG Adventure

Grid walking, NPCs, loot, a shop, saving, and a second map through a working door.

2D · Gentle

Cozy: Your Island

A generated island with berries, an islander, a cottage, and a shoreline that changes with every project.

2D · Roguelike

Dungeon: Shifting Vault

A turn-based mystery dungeon: generated floors, tactical corridors, items, hunger, traps, fog and minimap, XP, and a persistent upgrade camp.

2D · Platformer

Platformer: Side-scroller

Run and jump across solid painted tiles, collect coins, avoid spikes, reach the flag, and climb a second level.

2D · Arcade

Arcade: One Screen

Fly a wrapping screen, shoot rocks for score, lose ships on impact, and face repeating waves.

2D · Arcade

Arcade: Scrolling Flight

Fly up a long scrolling sky, shoot hazards, keep score, and preserve your remaining ships.

Story · No code

A Book

Open directly into five written pages, a painted picture, and a choice that branches to two endings.

HD-2D

HD-2D Starter

Explore a block meadow, walk behind and climb walls, gather gleams, talk with an Elder, and save.

3D

Free-form 3D Starter

Move through a fogged 3D course with gravity, props, collectible gems, and an orbiting camera.

Publishing

Export a game people can actually run.

Myth validates references, packages the runtime and project data, and writes output you can inspect, host, send, or continue packaging with standard tools—without a proprietary player, a mandatory Myth hosting service, or an engine royalty attached to your success.

Runs offlineStatic-host friendlyNo Myth royaltiesPublisher-controlled keys
Single HTML

One shareable file

Self-contained output with the game data and runtime inside one file for quick sharing, local demos, classroom delivery, and simple distribution.

Web folder

Host it like a normal website

Export index.html plus assets for itch.io, Netlify, GitHub Pages, your own server, or another static host.

CDN HTML

Small HTML, external engine load

Useful when runtime file size matters more than fully offline playback.

App source

Unsigned desktop and mobile projects

Generate Electron, Tauri, or Capacitor source projects. Signing, accounts, privacy forms, ratings, and submission remain the publisher's job.

Multiplayer

Relay server artifacts

Projects using net features can include relay files for rooms, messages, synced objects, and lockstep play.

Ownership

No Myth Engine royalties

A valid paid license lets creators sell Myth Engine exports without paying Myth Engine royalties, while still managing rights for imported assets and libraries.

Scene-aware loading

Exports load and decode the resources a scene needs, release unused resources on scene changes, and expose memory and loading controls in Game Settings.

Offline by default

Single HTML and bundled web exports can run without fetching the game engine from the internet. CDN HTML is an explicit smaller-file alternative.

Guides travel with the build

Desktop and mobile source exports include publisher guidance for the packaging, signing, store, and platform steps that remain yours.

Best fit

Solo developers, students, hobbyists, game-jam creators, RPG makers, story-game builders, web-game publishers, and small teams that value visual workflow plus code access.

Local and learnable

The editor, Help Center, guided lessons, samples, and vendored runtimes work locally. Projects remain ordinary files you can back up and version.

Clear boundaries

Storefront accounts, final app signing, certificates, ratings, and third-party asset rights remain with the publisher—and Myth says so before export.

No feature gate in the trial

Explore the full editor for 30 days.

Build and playtest locally with every editor and starter. Purchase only when you are ready to create distributable exports.

Start Free for 30 Days No credit card required