Big Update EdenSpark 1.0

Open Source AI-assisted platform for making games on PC and consoles

A platform that creates opportunities

One-click publishing, and the game remains yours.

  • Submit from the launcher, and your game is in the catalog: likes, comments, counters, and invite links.
  • You retain the rights to your game. We make no claims to it and don't lock it into the platform.
  • Don't want the catalog? The Export feature provides a self-contained standalone build: .exe, assets, and libraries.

Three game jams, more than 50 games in the catalog

This isn't an engine that’s “coming soon”. Nearly fifty games have already been built with it.

  • 3 game jams, more than 50 games in the catalog. Open and play them right now.
  • A couple of weeks per game. Participants arrived with no prior experience in EdenSpark or Daslang, yet they managed to create a huge number of high-quality games.

The Editor

If you’ve worked with Unity, Unreal, or Godot, you already know how to use it.

  • Familiar layout and actions: scene hierarchy, component inspector, asset importer, file browser, console, code editor, gizmos, and prefab mode.
  • All the essentials for traditional development are included: Play/Pause/Step, universal undo, drag-and-drop between panels, and hotkeys.
  • Extensive debugging info, including visual tools: frame statistics, an in-editor profiler, physics and navmesh rendering, and logs with clear stack traces.

Daslang: fast, strongly typed language with hot reload

Compiled-language speed, Python-like syntax, and on-the-fly reloading.

  • Faster than typical scripting languages: static typing and zero-cost interop with C++, no data marshaling on every call.
  • Simple, readable syntax similar to Python, making it easy to get started.
  • Large projects can be AOT-compiled (to C++), allowing you to achieve production speeds without rewriting gameplay logic in C++.
  • In-place debugging: VS Code debugger, function profiler, and memory profiler.
  • Plus hot-reloading: Ctrl+Shift+R reloads scripts without losing game state.
  • The language has its own website, documentation, a playground, and open source code — daslang.io 9 platforms, including PS5 and Switch.

Out-of-the-box MCP: the agent interacts with the engine directly, no guesswork

Connect tools like Claude Code, Codex, Cursor, Copilot, or Gemini and get to work immediately.

  • The MCP server runs inside the active game: the agent reads the scene, presses buttons, plays, and takes screenshots, all with undo support.
  • Dedicated MCP for Daslang: the agent writes code based on the actual API and documentation, not just what it "remembers". Fewer hallucinations and made-up functions.
  • Works offline, no API keys or accounts are required.

Out-of-the-box asset generation

Generate images and 3D models right inside the editor. No extra purchases needed.

  • Text-to-image generation, image editing, and 3D model generation, all built into the editor.
  • Eden Image Mini — an image generation model that runs locally on your PC: once installed, no internet connection or queues required.
  • Texture inpainting— paint over an area on a generated 3D model's preview, specify what should be there, and regenerate only that specific section.
  • This is a priority area for us: we are continuing to develop it and will integrate more powerful models as the community grows.

From 2D and low-poly to full PBR HD

A single engine for everything from pixel-art arcade games to high-fidelity visuals.

  • Two renderers: Standard: fast, multi-camera, supporting orthographic views and 2D; HD: full PBR with global illumination, volumetric clouds, realistic water, and TAA.
  • Both support: meshes, materials, particle systems, emission, sprites, Tiled format support for 2D, and custom shaders created via Shader Graph or Daslang code.
  • The renderer is built on Dagor Engine technology, which powers Gaijin’s flagship titles: War Thunder, Enlisted, Cuisine Royale, and others.
Standard Render
HD Render

Cutting-edge rendering technologies

Everything you’d expect from a major engine — it’s all here.

  • Dynamic GI with off-screen emission: lighting is recalculated in real-time, and emissive surfaces act as true light sources even when off-camera.
  • Translucency: light passes through thin surfaces like foliage, fabric, and curtains.
  • Vector fonts: text remains crisp at any size or zoom level.
  • Particle systems, bloom, volumetric clouds, and realistic water in HD.
without offscreen-emission
with offscreen-emission
without Translucency
with Translucency
without Bloom
with bloom

Custom shaders

.shader files; properties automatically become sliders in the Inspector; hot-reloading support.

  • Materials, 2D, and full-screen post-effects all use the same language. Dozens of ready-made shaders included: dissolve, hologram, cel-shading, force field, night vision, CRT, Mandelbrot.
  • User-defined shaders also work on consoles, where HLSL runtime compilation is unavailable and requires specific handling
  • Don't like writing code? There's Shader Graph.
var {
    @color rimColor = float3(0.0, 0.5, 1.0)
    speed = 4.0
}

[pixel_shader]
def fresnel_pulse(inp : PbrInput) {
    let rim = fresnel(3.0, inp.worldNormal, inp.viewDir) * rimColor
    let pulse = remap(sin(g_Time * speed), float2(-1, 1), float2(0, 1))
    return PbrOutput(emission = rim, emissionStrength = length(rim) * pulse * 5.0,
                     metalness = 0.0, roughness = 0.0)
}

Asset pipeline: fast and without a conversion step

Drop a file into the project, and it's immediately in the game. Modify the file, and the game updates.

  • No separate export to an engine-specific format: just place the source file, and the build happens automatically in the background.
  • Asset hot-reloading: swap a texture, model, or material, and the change is visible instantly without restarting.
  • Wide range of supported formats out of the box:
  • models: FBX, glTF/GLB, OBJ, DAE;
  • textures: PNG, JPG, BMP, PSD, TGA, SVG;
  • audio: WAV, OGG, MP3, FLAC; fonts: TTF, OTF; data: JSON, XML, TXT, binary .data.
  • Assets optimized for runtime and memory: vertex cache optimizer (up to 30x in benchmarks), mesh simplification, and one-click texture compression.
without optimization— 90.6 MB on GPU
Same textures with optimization— 15.9 MB on GPU

Prefabs

Assemble once, use everywhere, edit in one place.

  • Nesting and inheritance, drag-and-drop instancing, initial scene prefab.

Physics

Powered by Jolt. Tens of thousands of bodies in the simulation.

  • RigidBody, compound Collider's, CharacterController, joints (spring, hinge, 6DOF), raycast and ray picking, CollisionListener.
  • The engine handles tens of thousands of bodies simultaneously.
  • Includes vehicle physics: engine, transmission, wheels.

NavMesh

Agents find their own path. Plus, the NavMesh can be rebuilt on the fly.

  • NavMesh component: bake from scene colliders at the push of a button.
  • It builds so fast that it can be done at runtime, there is an API for baking directly from code. Procedural level generation and destructible environments are supported.
  • Single-line path requests; NavCorridor handles pursuit and dynamic path adjustments.

Audio

3D sound, reverb, effects and music composed via code.

  • Positional audio and reverb; long sounds are streamed, while short ones are automatically decoded into memory.
  • Strudel: rhythm and melody defined by patterns in just a few lines, SF2 soundfont support, and binaural HRTF.

Animation

A low-level API offering full control, plus helpers to avoid repetitive coding.

  • Full low-level control over blending and masks: animate for any specific task, rather than being limited to what the engine pre-defines.
  • Playback helpers for simple cases: one line of code starts the animation.
  • Built-in inertial blending: transitions feel natural without the need for cumbersome animation graphs or dedicated transition clips.

Multiplayer and Networking

Write a single-player game. Add [replicated]. Now two people can play.

  • Built-in multiplayer and network support: a server-side component instance appears on all clients complete with transform, parent, mesh, and collision data.
  • Integrated lobby and invite systems; the host runs within the player's process, there is no need to deploy a separate server.
  • Physics replication and synchronization are handled by the engine: networked objects move smoothly and collide with the world. Prediction for player-controlled objects and correction smoothing are implemented in game code, tailored to the specific genre rather than forced into a single, rigid model.
[replicated]
class Health : Component {
    hp : float = 100.0

    def override on_update {
        if (hasRemoteAuthority) {   
            return
        }
        hp = min(hp + 5.0 * get_delta_time(), 100.0)
    }
}

Download the launcher, then choose your path:

 

  • Download/Play any published game if you just want to play.
  • Create/Try — launch and explore any of the dozens of samples without creating a project.
  • Create/Clone — build your own game based on a sample.

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