ArcadeOn Engine features
The full 2D game toolkit in one browser editor.
Build scenes, paint tilemaps, attach behaviours, script state logic, design UI, and export builds from a single workflow. Everything is focused on shipping real games faster.
Free plan available. No credit card required. Log in if you already have an account.
Build gameplay visually, test instantly, and run export/build workflows without switching tools.
Assemble your game world
Add assets, place entities, set scenes, and shape gameplay spaces with tilemaps and colliders.
Author logic visually
Use behaviours, event commands, and the visual state machine to build interactions and progression.
Test and deliver
Play instantly in-editor, then export web builds and queue desktop builds through GitHub Actions.
World and layout tools
- Multi-scene project flow with scene add/rename/default controls
- Drag-and-drop entity placement, focus tools, and scene recommendations
- Hierarchy panel for ordering and quick filtering
- Instances panel to create reusable object templates
- Grid, collider, and lighting viewport toggles
- Spawn point placement for gameplay starts
Media pipeline
- Upload PNG, WebP, JPG, and MP3 directly in the Assets panel
- Asset search and tag filters for fast retrieval
- Project asset assignment tools for cleaner organization
- Animation Studio for frame slicing and playback setup
- Particle effects with direction, size, lifetime, and color controls
- Scene music plus per-entity SFX controls
Tilemap Studio + painter
- Tilemap Studio with slot and palette authoring modes
- Tile width/height, spacing, margin, and zoom controls
- Auto collision and auto-advance options
- Layered tilemap painting with clear/add layer controls
- In-editor tilemap mode with paint/erase workflow
- Palette selection and fast tile selection hints
Gameplay building blocks
- Player presets and movement controllers
- Enemy logic including chase/patrol and pathing setups
- Camera follow and scene interaction helpers
- Combat helpers for health, damage, and collisions
- Projectile and object utility behaviours
- Inspector-integrated behaviour setup and tuning
Visual logic and progression
- Visual State Machine editor for object logic
- Triggers: Action, Touch, Collide, Autorun, Parallel, Signal, Timer
- Conditions: switches, variables, and self switches
- Commands: message, choice, sound, wait, movement, animation, branching
- Quest and inventory commands for progression systems
- Global Events panel for project-wide logic
HUD, inputs, and menus
- UI Editor for labels, bars, and HUD elements
- Bindings to health, switches, and variables
- Main Menu editor for start/pause experience
- Input Map panel for custom key bindings
- Quest Log and Inventory panel editors
- Timeline panel for keyframed sequences
Plugins, scripting, testing, and delivery
- Plugin panel and plugin docs flow for extending projects
- Built-in code editor for custom scripts and runtime hooks
- Command palette (Ctrl/Cmd+K) for rapid navigation
- Play/Stop instant preview loop inside the editor
- Help center and tutorials integrated in-engine
- Save/load plus autosave for project continuity
- Project templates for faster starting points
- Web export workflow for HTML5 build outputs
- GitHub Actions desktop build queue (Windows + macOS)
- Build status polling, cancel, resubmit, and download flow
- Project revisions/backups in CMS with restore support
- Commercial licensing unlock with Lifetime access
Access levels
Free starter limits vs Lifetime unlock.
The editor is the same, while Lifetime removes limits and unlocks commercial rights.
- 1 project per account
- Up to 2 scenes
- Up to 5 quests
- Preview/testing at 720p only
- No 1080p preview or build output
- Up to 3 GitHub Actions desktop builds per project
- Non-commercial use
- Unlimited projects, scenes, and quests
- 720p and 1080p preview/testing
- Commercial use license
- Full web and desktop export workflow
- No recurring subscription payments
FAQ
Feature questions, answered.
Short answers for common setup and capability questions.
Is ArcadeOn Engine browser-based? +
Yes. It runs in your browser with a full visual editor and instant play-testing workflow.
Do I need to code to build games? +
No. Core gameplay can be built visually with behaviours, event commands, and the state machine. Scripting is optional.
Can I export web and desktop builds? +
Yes. The engine supports HTML5 export workflows and desktop build pipelines for Windows and macOS.
What unlocks commercial rights? +
Lifetime access unlocks commercial use, higher limits, and full export capabilities.
Ready to build with the full feature set?
Start free today, then unlock Lifetime when you need commercial rights and expanded limits.