THE FOUNDATION / CONQREX.ENGINE

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Build the world.
And everything in it.

A C# engine for 2D, isometric, and 3D games. Build the scene, shape its characters, paint their surfaces, compose the soundtrack, and give it all rules to play by. The creative tools and the game runtime grow together.

LANGUAGE
C# / .NET 10
WORLDS
2D · 2.5D · 3D
DESTINATIONS
Desktop · Web · Android
CONQREX.ENGINE Beasts of Burner / Scene workspace
Beasts of Burner’s giant tortoise and kitchen scene open in Conqrex, with the scene hierarchy and component inspector alongside the viewport Explore the workspace

A real scene. The tools that shape it.Actual editor capture · Scene detail; expand for the full workspace

Open original (opens a new tab)

01 / THE WORKSPACE

Stay close to the thing
you’re making.

The Hub keeps projects and engine versions together. Inside the editor, the scene, assets, code, and play controls share one workspace.

Compose the scene

Build with entities, components, and reusable prefabs.

  • Transform gizmos, snapping, camera bookmarks, and multiple viewport modes
  • Searchable hierarchy, folders, and a multi-object Inspector
  • Additive scenes, nested prefabs, variants, and property overrides
  • Isolated prefab editing with apply and revert

Play, change, repeat

Move between authoring and a running game without leaving the project.

  • Play, pause, step, and a standalone Player
  • Hot reload for scripts and supported asset types
  • Keep or discard supported changes made during Play
  • Undo history, autosave recovery, layouts, and shortcuts

Build the world

Shape levels from tilemaps to landscapes.

  • Orthogonal and isometric Tiled imports, including infinite maps
  • Tile painting, per-cell transforms, and optional rigid-body collision on orthogonal maps
  • Terrain Studio for sculpted landscapes and painted material layers
  • Heightmaps and procedural terrain streaming with distance LOD
  • Oceans, procedural skies, grass, wind, rooms, and checkpoints

Work with the project

Keep the assets and the systems that use them connected.

  • Asset search, thumbnails, favourites, collections, and dependency views
  • C# script components, live compilation, and IDE project generation
  • Console, profiler, frame diagnostics, and reference inspection
  • Version-aware Hub projects and build profiles for each destination

02 / CREATIVE TOOLS

The assets are part
of the process.

Editable source documents stay beside the game that uses them. Move from shape to surface to motion, or start with a sprite, a melody, or a material.

  1. 01 / SHAPESculpt
  2. 02 / SURFACECanvas
  3. 03 / MOTIONRig
  4. 04 / IN PLAYScene & runtime

MODELLING & SCULPTING

Conqrex Sculpt

Build props and characters as editable 3D models, from their first silhouette to their final topology.

Explore modelling tools
  • Primitives, profile-based forms, sweep, lathe, extrude, inset, and bevel
  • Vertex, edge, and face selection; pivot transforms and multi-cut loop cuts
  • Mirror, array, solidify, subdivision, and boolean operations
  • Organic brushes, masks, face sets, remeshing, and retopology
  • UV unwrapping, atlas packing, and glTF export

TEXTURES & MATERIALS

Conqrex Canvas

Give a model its colour, surface, and wear with editable material and texture authoring.

Explore surface tools
  • Layered PBR texture documents and procedural material inputs
  • Projection painting, masks, and material channels
  • Normal and ambient-occlusion baking
  • Preview materials on the model and export their texture maps

RIGGING & ANIMATION

Conqrex Rig

Turn the model into a character that can move, react, and carry equipment.

Explore motion tools
  • Skeleton authoring, skin weights, and inverse kinematics
  • Keyframe clips, animator state machines, and pose graphs
  • Mirroring, sync markers, inertial blends, and root-motion baking
  • Export animated glTF while retaining editable rig and clip sources

SPRITES & 2D ANIMATION

Conqrex Pixel

Draw a sprite, refine its palette, and build the frames that make it feel alive.

Explore pixel tools
  • Layers, groups, frames, tags, slices, and onion skin
  • Brushes, shapes, fill, gradients, text, symmetry, and dithering
  • Palette editing, pixel-perfect drawing, and bone rigs with IK
  • Aseprite import; PNG, GIF, and sprite-sheet export
  • Eight-direction character animation sets

COMPOSITION & SOUND

Conqrex Music

Build a score from sections and recurring motifs. Keep the notes editable, shape each phrase, and let gameplay change how it plays.

Explore music tools
  • Piano roll, drum grid, patterns, groove, automation, and MIDI recording
  • Editable section and motif plans compiled into shared song patterns
  • Phrase dynamics, shared accents, note lengths, and breathing space between phrases
  • Synth, FM, wavetable, and multisample instruments; MusicXML and SFZ import
  • Mixer inserts, sends, sidechain compression, and convolution reverb
  • Sample editing, time-stretch, pitch-shift, and transient slicing
  • Stem exports, adaptive graphs, musical transitions, and stingers

LOCAL AI IMAGE WORKFLOW

Conqrex Forge Optional

Connect a local image model when you choose to add generative images to your workflow. Forge is not required for the built-in asset tools and was not used in Beasts of Burner or Knux.

Only when using Forge: install a separate local model service and compatible model files. Hardware requirements depend on the model you choose.

Explore the optional integration
  • Text-to-image, plus image-to-image with compatible ComfyUI workflows
  • Style presets, LoRA inputs, and ControlNet guidance
  • Use the current Pixel frame as a reference
  • Import generated images into the project for further editing

Shader Graph & Spark

Author material graphs and multi-emitter particle effects. Bring shaders, lights, and effects into the same scene as the assets they belong to.

Dialogue & Sequencer

Build branching conversations and cinematic timelines with camera paths, animation, audio, and event cues. Drive dialogue from gameplay and save its progress.

03 / LAND, SEA & SKY

Shape the ground.
Set the atmosphere.

Build the places a player moves through. Sculpt the land, paint its surfaces, and carry the scene from open water to the sky above it.

CONQREX TERRAIN STUDIO

A landscape you
can keep shaping.

Raise a ridge, carve a path, and blend rock into soil. The terrain stays editable in the project, with live scene previews and shared undo.

Use the same heightfield for the visible ground, a configured terrain collider, and navigation.

  1. 01 / FORM

    Find the shape

    Sculpt heights, smooth slopes, cut holes, and build ramps or terraces. Start from a heightmap or generated land, with thermal and hydraulic erosion tools.

  2. 02 / SURFACE

    Paint the landscape

    Blend up to eight material layers. Paint by hand or use slope and height rules, with textures authored in Canvas.

  3. 03 / IN THE WORLD

    Keep it connected

    Chunks use distance LOD. Terrain edits update the affected chunks, while saved terrain assets travel with their layer textures.

OCEAN & PROCEDURAL SKY

A different hour.
A different world.

Let waves reach the horizon. Change the wind and sea state, catch the sun on the surface, or take the camera underwater.

  • Waves, crest and contact foam, refraction, and depth colour
  • Underwater fog, light shafts, and caustics
  • Sun and moon lighting, stars, moving clouds, and lightning controls
  • Surface height and normal queries for gameplay

WebGL2 uses simplified terrain colours and ocean/sky shading. Detailed terrain layer textures, ocean refraction, contact foam, and the underwater pass use the advanced renderer. Procedural terrain streaming remains separate from authored terrain; streamed chunks do not automatically gain collision or navmesh baking.

04 / THE RUNTIME

Give the world
its rules.

C# gameplay composes an entity-and-component world. Fixed-step simulation and interpolated presentation let the game’s rules and its visuals run at their own pace.

Rendering & environmentsSprites, isometric worlds, and lit 3D scenes.

2D & 2.5D

  • Batched sprites, atlases, tilemaps, parallax, and isometric sorting
  • 2D point and spot lights, occluder shadows, and day–night lighting
  • Sprite-sheet animation and deterministic particles

3D

  • PBR materials, clustered lighting, HDR emission, and per-material colour variants
  • Directional cascades plus point and spot light shadow atlases
  • Instancing, frustum culling, skinned models, and distance LOD
  • Bloom, colour grading, ambient occlusion, screen-space reflections, and depth of field
  • Temporal anti-aliasing with rigid, skeletal, and morph motion vectors
  • Layered terrain, grass, oceans, procedural skies, and cameras rendering into UI textures

WebGPU and native backends provide the advanced renderer. WebGL2 includes a 3D compatibility tier with directional shadows; HDR post-processing, reflection probes, and point/spot shadows require the advanced tier. Streamed terrain rendering does not automatically create chunk collision.

Physics & movementDeterministic bodies, controllers, joints, and vehicles.
  • Fixed-point 2D and 3D rigid bodies, material friction, collision filters, and sensors
  • Raycasts, overlaps, shape casts, continuous collision, and sleeping
  • Cooked static triangle meshes and heightfield collision
  • Moving-platform support, fast-moving obstacles, and crush events
  • Mechanical joints, motor hinges, sliders, and raycast-wheel vehicles with detachable parts
  • Top-down, platformer, and character controllers

Vehicle handling and complex contact cases continue to receive stability and performance work.

Character animationFrom an eight-direction sprite to a layered skeletal performance.
  • Sprite clips and directional character animation
  • GPU skinning, morph targets, and bone attachments
  • State machines, blend spaces, additive layers, and bone masks
  • Clip crossfades and a masked overlay on the skinned clip player
  • Mirrored states, sync markers, inverse kinematics, and fixed-tick root motion
Gameplay, saves & progressionSystems that make a world playable and persistent.
  • Sandboxed C# script components, timers, and coroutines
  • Rooms, checkpoints, hazards, quests, branching dialogue, and cinematic sequences
  • Inventory stacks, item instances and containers, currency, resources, and progression
  • Save slots, persistent world chunks, and save-aware scene transitions
  • Incremental world saves, atomic publication, and persistent dedicated-server worlds
  • Player preferences with Apply, Save, and Cancel; a host-provided calendar; runtime localisation
Player-authored C#Make programming part of the game.

Build mechanics where players write C# to control an agent or respond to the world. An optional worker compiles their program, keeps its state between observations, and returns actions for the game’s rules to validate.

  • Execution in a separate, confined process with bounded resources and time limits
  • Compile diagnostics, program replacement, and retained state between steps
  • Server-owned execution for connected clients, including browser players

Requires an explicitly installed Linux x64 worker host. Ordinary project scripts continue to use the game’s existing C# sandbox.

Audio in playPosition a sound. Mix the scene. Change the score.
  • Spatial sources, listeners, distance attenuation, and Doppler
  • Music, effects, UI, and voice buses with insert effects and ducking
  • Live song playback or baked audio; synchronised stems and adaptive music
  • Beat- and bar-aligned transitions, stingers, and replacement music segments
  • Background loading for audio that becomes available after startup
  • Opt-in FLAC streaming playback, decoding long recordings in bounded slices as they play

Streaming playback supports compatible mono/stereo FLAC sources on the managed mixer. Unsupported devices, formats, or playback settings use the existing resident-audio path.

Simulation & replayA repeatable foundation for gameplay and prediction.
  • Project-selected 30, 60, 120, or 180 Hz simulation; new projects default to 60 Hz
  • Fixed-point state on deterministic simulation paths, with interpolated rendering
  • Recorded input, replay, and world rollback across supported component state
  • Rollback participation for physics, navigation, animation, and gameplay systems

05 / GAME UI & INPUT

Give the game
its own language.

Design menus, HUDs, and settings around the game’s identity. Layout, typography, motion, and input belong to the same interface system.

Knux’s boxing ring with fighter status panels, round timer, chat, and contextual fight controls
KNUX / GAMEPLAY & INTERFACE · ACTUAL GAME CAPTURE

A designed interface

  • Theme and UI-kit generation with nine-slice panels, buttons, rarity frames, icons, and portraits
  • Typeface generation, scalable text, typography styles, outlines, and drop shadows
  • Model-to-icon baking, radar charts, and vector HUD shapes
  • Responsive rows, columns, grids, scroll views, popups, and slide/fade motion

Made to be used

  • Buttons, sliders, toggles, dropdowns, text fields, and form validation
  • Keyboard, mouse, gamepad, and touch action mapping
  • Virtual sticks, safe areas, mobile HUD patterns, and the Android soft keyboard
  • Focus navigation, semantic labels, reduced-motion settings, and contrast inspection
  • Launch-link parameters and platform clipboard support

06 / MULTIPLAYER

One world.
More people in it.

Players join an authoritative session through a server address. Shared game systems handle replicated entities while the server owns the simulation.

Connect

  • Address-based joins and server admission tickets
  • Encrypted UDP and TLS-secured WebSocket connections for browsers
  • Automatic rejoin after a joined session is lost
  • Background network ticking when a page is hidden or a window is minimised

Synchronise

  • Replicated spawning, remote calls, and synchronised state
  • Client prediction, server reconciliation, and smooth remote presentation
  • Interest filtering and replicated sprite animation
  • Opt-in schema evolution for long-lived messages, plus transport flow control

Host

  • Dedicated servers and desktop host-and-play
  • Shared scene, script, animation, and simulation loading
  • Persistent worlds across server restarts
  • Connection limits and server tick-health diagnostics

Online deployments require server hosting. Accounts, lobbies, and matchmaking are game-specific integrations; large-scale internet qualification remains ongoing.

07 / AI-ASSISTED AUTHORING

Work in the editor.
Work with an agent.

The built-in chat and external MCP clients can work with the live project: inspect its state, use supported authoring tools, run the game, and examine the result.

  1. 01 / INSPECT

    Know the project

    Discover components and tools, read the scene, inspect assets, and check script diagnostics.

  2. 02 / AUTHOR

    Make a change

    Edit scenes and creative documents through the editor’s operations, with shared undo for supported edits and named checkpoints.

  3. 03 / PLAY

    See it in context

    Run scripted play sessions, start from prepared saves, inspect gameplay state, and capture screenshots—with host tooling for video and audio.

  4. 04 / ITERATE

    Improve the result

    Compare captures and regressions, measure behaviour, revise the source, and build the next playable version.

A live creative workspace

A hosted AI assistant can operate the editor’s tools without running an AI model on your computer. Local chat models are an optional choice. Scene, terrain, pixel, music, material, model, animation, UI, dialogue, and effect tools expose structured operations. Long-running jobs report progress and can be cancelled where supported.

Design Lab

Measure movement, traversal, interaction ranges, and camera framing with repeatable trials. Overlays, gameplay traces, and scenario comparisons make the effects of a design change easier to examine.

GameSpec & Autonomous Studio Evolving

Structured game specifications become coordinated authoring plans spanning design, art, sound, gameplay, and builds. Studio schedules the work and retains its outputs, with source planning for 60 Hz co-op projects across desktop, browser, and server. The separate GameSpec execution path builds and tests bounded changes in an isolated project. Its current packaged verification path targets Linux x64.

Keep the making of

Production recording retains the authored sources and actual Player captures through an iteration. Resume a session, record gameplay and audio, and export selected material for a project’s showcase.

08 / BUILD & DELIVERY

The same project.
A different destination.

Scenes, assets, settings, and C# scripts live in one project. Build profiles prepare that content for the engine’s shared desktop, browser, Android, and server Players.

Current development targets
DestinationRuntimeDelivery
DesktopNative Vulkan, Direct3D 12, or MetalSelf-contained Windows, macOS, and Linux packages. Shared display, quality, audio, and input preferences.
WebWebAssembly · WebGPU / WebGL2Browser builds with a 3D compatibility renderer, compressed content shards, local caching, and deferred long-audio loading. Optional mixed AOT compiles engine code ahead of time while game scripts remain interpreted.
AndroidNative Vulkan PlayerAndroid App Bundle packaging, touch and keyboard integration, safe areas, haptics, and mobile-service adapters.
ServerHeadless .NET PlayerAuthoritative simulation, join endpoints, persistent world storage, and operator diagnostics.

Prepare once, reuse the work

Import images, audio, fonts, and glTF models. Cook assets for the destination, track terrain layers and cooked navmesh dependencies, and reuse a shared derived-data cache. Texture profiles handle normal maps, alpha cutouts, and platform compression.

Get to the first frame

Content bundles load in shards, with compressed downloads and browser caching. Long soundtrack clips can arrive after startup; compatible FLAC sources can also decode in slices during playback. Model delivery tools compact exported geometry, while the asset pipeline prepares textures and keeps the editable sources separate.

Android Billing, advertising/consent, Firebase, and Play Integrity adapters require provider configuration and device/store validation. iOS, consoles, and VR/AR remain future targets.

09 / MADE WITH CONQREX

Tools become worlds.

Play the development builds, rotate the actual models, listen to the music, and follow the making of each game.

10 / DEVELOPMENT NOTES ·

Built alongside
the games.

The latest work expands the places we can build, the music we can shape, and the ways a player can interact with a world.

From terrain to open sea

Terrain Studio brings editable landscapes and layered surfaces. Oceans and procedural skies add waves, changing light, and underwater views.

Explore land, sea & sky ↑

Music with a structure

Editable sections and reusable motifs now carry phrase dynamics and accents. Compatible long FLAC recordings can decode in slices during playback.

Explore music tools ↑

See where an agent can go

Navigation now bakes terrain and triangle meshes. Preview routes in the editor, inspect connected floors, and package prepared navmesh assets.

Explore navigation ↑

Code as a game mechanic

Optional Linux workers run player-written C# in confined processes. The game keeps control of the actions those programs request.

Explore player programs ↑
IN ACTIVE DEVELOPMENT

We’re refining the tools through Beasts of Burner, Knux, and other projects. Broader device coverage, rendering parity, music quality, and complex physics remain active areas of work.

Character studies now cover anatomy, topology, and early poses. Advanced skin shading, hair, and full facial performance remain in development.

Public engine access is not available yet. Contact the studio about collaboration or future access.

A FEW THINGS YOU MIGHT BE WONDERING

Can I download Conqrex.Engine?

The engine is currently developed in-house. Public downloads are not available yet; the showcase includes playable game builds. Get in touch about future access.

Does AI build the entire game automatically?

AI can carry out supported authoring, inspection, and playtest tasks. The live editor and structured GameSpec workflows have different scopes. Making a finished game still involves creative direction, gameplay development, and iteration on the results.

Is the interactive homepage running the engine?

The homepage is an interactive presentation of Astral Veil artwork and scene-authoring ideas. The editor image shows Beasts of Burner in the actual workspace. Follow the showcase’s play links to run the actual games.

Will every platform look and behave identically?

Projects share their gameplay systems and content. Rendering features, input, audio, and platform services depend on the target; WebGL2 uses a reduced rendering tier. We continue testing and improving each Player through the games we build.

LET’S BUILD SOMETHING INTERESTING.

Start with
a conversation.

Talk to the studio