Open worlds
Hollowreach at golden hour.
Hollowreach, an open-world sample with day and night, combat and climbing.
Roadmap
A real game engine you drive by hand: great-looking worlds by default, AI that does the boring parts, and games you own and can sell. On Mac, Windows and Linux (Steam Deck too).
No dates, just the road we're on. Every picture is from the engine; where there's no picture yet, you'll see an icon. Today's work is on what we're working on; what already shipped is in the release notes.
Shipped
The first public engine: open worlds, the Vulkan renderer, and games in your browser.
Hollowreach at golden hour.
Hollowreach, an open-world sample with day and night, combat and climbing.
The zombie woods on a Steam Deck.
One engine on every desktop, with the Vulkan renderer on Windows and Linux.
The browser editor with Neon Alley open.
The 2D editor and the Arcade, free in the browser.
Out now
Out now, free on Mac and Windows. Everything here passed its tests in the engine.
Over Caldera Island, in Chrome.
Catapult off the carrier, fly Caldera Island and switch to the cockpit. Play it free in your browser.
Sunlit grass and forest in Beta 2.
Far woods stay green, full tree crowns, logs that stay in the woods, a creek builder. Deep in the woods: about 20 fps, up from 8.
The shore: clear shallows and soft foam.
Surf carries floating things and swimmers ashore, things bob on the swell, free diving, clear tropical shallows and soft foam.
Free diving over sea grass.
Dive into the shallows, over rippled sand and sea grass.
Walk, jog and run.
Every character walks, jogs and runs with AI-driven movement, on by default.
The Camera panel: bodies, lens kits, Track Eyes.
Camera bodies and lens kits, Look Through, focus pulling that follows a character's eyes, focus peaking and a Lens Guide.
Sun through a kitchen window.
Sunlight comes in through window glass and down through tree tops.
The Story sample in Arabic.
Your game in any language, right to left too; the editor in 9 languages; subtitles, bigger text, colour-blind modes and remapping.
A ladder onto a roof in the Raid sample.
Ladders, ledges, wall runs, ziplines, a grapple hook and cover.
Open any of the 12 sample games from its picture and change it by hand.
Up to 4 GB for a new creator account and up to 50 GB for partners; uploads and downloads pick up where they left off.
Double jump, wall jump, air dash, portals, crumbling platforms, spring pads and flying enemies.
Camera rigs, film stocks and recorded takes you can compare.
The first Play no longer stutters: 7 seconds down to 0.1. Faster start-up and loading.
You are hereIn progress
Next. Some of this is already being built.
Today's forest. Undergrowth and seasons come next.
Thick undergrowth, more tree species and seasons.
Rivers, coral and sea plants, and light rays underwater.
Light that bounces around the whole world, fast enough to be on by default.
A movie render with true depth of field and motion blur, film looks, and an AI director. (Camera rigs, film stocks and recorded takes shipped in Beta 2.)
A face built in Arcwright.
Clothing and shoes that fit, faces and expressions.
Jump, vault, climb, stairs and more styles.
Cars built panel by panel from one picture, realistic paint, and driving them through a city.
Every sample game at 30 fps or more on M-series Macs and the Steam Deck.
Planned
Where Arcwright is going after that.
Play your games with friends.
One-click share links that play in the browser, and the Arcwright store.
Sell your games, with creator payouts. A generous free tier and a clear licence.
Worlds streamed in cells, in the app and on the web.
Fire, smoke, explosions and weather.
Linux and SteamOS builds alongside Mac and Windows, then more platforms.
Want a say in what comes first? Tell us what to build or fix, or come talk it through on the Discord.
Send feedback →Join the Discord →Arcwright is free. Download it, open a sample game and change it by hand, or start your own with Claude Opus 5.5 doing the boring parts while you steer.
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