v0.9 · open source

Sketch a game today, ship it this week.

A small 2D engine with a readable API, hot reload and a scene editor that stays out of your way. Runs on desktop and the web from the same project file.

orbrew install inkbox
editor screenshot · 4:3

real capture, no mockup frame

Hot reload
Save a script and the running scene picks it up without losing state.
One project, two targets
Desktop and WASM builds from the same scene and asset files.
Readable API
No inheritance towers. Actors, components and a fixed 60 Hz step.
01

Samples

paper cards lift when you touch them

gameplay gif
2dbeginner
Grid platformer
Tile collisions, coyote time and a camera that snaps to the grid.
12 files · 340 locOpen →
screenshot
shadersintermediate
Paper post-process
Sketch outline pass over the main render target.
6 files · 190 locOpen →
editor capture
toolsadvanced
Custom inspector
Extend the editor with your own component panels.
9 files · 520 locOpen →
New project
Everything can change later except the name of your first scene.

that file doesn't exist yet

scripting language, both hot-reload

copy
1  public class Player : Actor {
2    float speed = 220f;
3  
4    override void Update(float dt) {
5      // grid-aligned movement
6      var dir = Input.Axis("move");
7      Body.Velocity = dir * speed * dt;
8    }
9  }
Live preview60 fps · 1.4 ms
x
frame 226
02

API reference

MethodReturnsSinceNotes
Input.Axis(name)Vector20.4Normalised, deadzone applied.
Scene.Load(path)Task0.2Awaits asset streaming.
Body.Sweep(delta)Hit?0.7Null when nothing is hit.
Audio.Bus(id)Bus0.9Buses are created lazily.
Badges & tags
stablebetabreakingv0.9deprecateddraft
Docs pages

“We rewrote our jam prototype in a weekend and kept the same scene files.”

Mara OliveiraSidecar Studio · 3 shipped titles
1.8 MB
runtime size
60 Hz
fixed step
40+
samples
4.2k
github stars
03

Plans

Hobby
Free
Full engine · all exporters · community forum
most picked
Studio
$19/mo
Everything in Hobby · cloud builds · crash reports · private plugin registry
Source licence
let's talk

Console ports and custom engine work, priced per project.

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Release notes, sample breakdowns, no marketing.