Shape your world
Move, rotate and scale objects. Sculpt terrain, import models, and arrange a scene you can explore.
Explore the workflowIndependent by design
A place for your ideas to become playable.
Create worlds, connect behaviors, and build your own way with Kiloria.
From the first cube to the first idea
Start with a project, make a scene your own, then bring it to life. Familiar tools keep the essentials close, while C++ gives you room to go further.
Move, rotate and scale objects. Sculpt terrain, import models, and arrange a scene you can explore.
Explore the workflowUse Event Graph to connect gameplay. Build visual effects in VFX Graph and animate with CDA clips.
Explore the workflowKeep control with native C++ modules, project-owned scripts and an engine built to be understood.
Explore the workflow// A small beginning. Yours to build on.
#include <kiloria/math/vec3.hpp>
kiloria::math::Vec3 position{0, 1, 0};
kiloria::math::Vec3 velocity{2, 0, 0};
void update(double delta) {
position += velocity * delta;
}
// Your world. Your rules.Visual when you want. Code when you need.
Sketch behavior in Event Graph. Create reusable animations. Open a C++ script when your idea needs something specific. Kiloria keeps both paths available.
Built independently. Described honestly.
Find what works today, what is experimental, and where to start—before you download.
Explore the editor, rendering paths and known limitations.
Read engine statusFirst stepsCreate a project, add an object, press Play, and start experimenting.
Open the getting started guideThe projectIndependent tools, practical workflows, and control over the core.
Meet KiloriaStart with something small
A first scene is a good place to begin.