Features

Everything's already in the box.

GRIT is free, and it ships the systems other engines leave to plugins and store purchases. 17 of them are marked Paid add-on elsewhere, and a few that almost no engine has at all are marked Rare in other engines. They're first-party, they work together, and the agent knows how to use every one.

Studios

34 studios in one editor.

A dedicated tool for each system, docked in the Studio layout or pinned beside the agent in Vibe mode. The agent drives the same systems through typed commands.

Scene

  • Viewport

    Scene and game views, gizmos, play mode

  • Hierarchy

    The scene's entity tree

  • Inspector

    Components, materials, bakes

  • Assets

    Project files and import settings

  • Library

    Browse and add library assets

  • Asset Requests

    Files the agent asks you for

2D & UI

  • Tilemap

    Paint and auto-tile

  • Sprites

    Procedural pixel art

  • Sprite Anim

    Clips from sprite sheets

  • UI Designer

    Flexbox UI and touch controls

Rendering & world

  • Model Generator

    Trees, rocks and plants

  • Model Authoring

    Props and characters via Blender

  • Lighting

    Sun, sky and environment

  • Shader Graph

    Node shaders to WGSL

  • Texture Graph

    Tiling PBR maps

  • VFX Studio

    GPU particle graphs

Animation

  • Animator

    State machines and blend trees

  • Animation Preview

    Scrub, trim and retime clips

  • Fur Studio

    Paint fur onto models

  • Timeline

    Sequenced events

Gameplay

  • Rules

    Event-condition-action logic

  • State Machine

    FSM graphs

  • Input

    Actions and bindings

  • Tags

    Tags, layers, sorting

Physics & audio

  • Collision Layers

    Named physics layers

  • Collision Matrix

    Which layers collide

  • SFX

    Synthesize sounds

  • Audio Mixer

    Buses, snapshots, reverb

Project & testing

  • Project Settings

    Display, build, publish

  • Save State

    Slots, diffs, time travel

  • Localization

    Translations and coverage

  • Playtest

    Telemetry and heatmaps

  • Multiplayer

    Sessions, peers, conditions

  • Profiler

    Frames, scripts, findings

Rendering

A modern renderer, not a starter kit.

Physically based shading, baked global illumination and a full post stack on wgpu: DirectX 12, Vulkan and Metal on desktop, WebGPU with a WebGL2 fallback in the browser.

A lit scene with volumetric clouds and post-processingScreenshot coming soon

PBR materials & lights

Metal/roughness materials with directional, point and spot lights, cascaded sun shadows and shadowed spot and point lights.

GPU lightmapper

A progressive path-traced lightmapper with bounces and denoising, plus light probe volumes and box-projected reflection probes.

Post-processing

SSAO and SSDO, screen-space reflections, TAA, FXAA and MSAA, bloom, depth of field, motion blur, tonemapping, colour grading and vignette.

Stylized looks

CRT, palette and pixelation passes, screen shake and an underwater pass, for retro and stylized games.

Paid add-on elsewhere

Shell fur

Fur and hair with fins, gravity, wind, clumping and collision, painted onto a model in the Fur Studio.

Paid add-on elsewhere

Decals, LODs & culling

Projected decals, LOD groups, occlusion culling, GPU morph targets and texture streaming within a memory budget.

Shader & texture graphs

A node shader editor that compiles to WGSL with a live preview, and a node graph that generates tiling PBR maps.

GPU VFX graph

Compute-simulated particles authored in a node graph, with presets to start from, plus a classic particle system with force fields.

Sky & water

Sky, weather and water that live.

A sun that moves, weather that rolls in and water that reacts, all driving the same lighting, sound and physics.

Day turning to night over a lake, with weather rolling inScreenshot coming soon

Day/night cycle

The sun and moon placed by time of day and latitude, with sky scattering, sun and ambient light that follow, in a realistic or cartoon style.

Paid add-on elsewhere

Weather

Clear, cloudy, overcast, rain, storm, snow, fog, sandstorm and aurora, ramped smoothly between, with precipitation, lightning and thunder you can hook gameplay to.

Paid add-on elsewhere

Clouds & fog

Volumetric clouds, volumetric and height fog, and light shafts, all driven by the weather.

Paid add-on elsewhere

Weather sound

Looping rain and wind beds whose volume follows the downpour and the wind speed.

Water

Eleven presets from realistic and stylized ocean to river, pool, tropical shallows, swamp, frozen lake and lava, with layered waves, depth foam and refraction.

Paid add-on elsewhere

Buoyancy & ripples

Bodies float and bob on the waves, leave wakes and splash as they hit the surface. Frozen water becomes walkable ice.

Waterfalls & underwater

Waterfalls with mist and spray that ripple the pool below, and an underwater view with its own fog and tint.

World building

Worlds you can walk, not just look at.

Terrain, roads and layout tools that work together, so the agent can block out a level and keep building it into a place.

Terrain with roads and foliageScreenshot coming soon

Volume & height terrain

SDF volume terrain and heightfields with sculpting, splat painting, islands, caves and tunnels, holes, streaming and LOD.

Paid add-on elsewhere

Erosion

Thermal and hydraulic erosion to weather a sculpted landscape into something believable.

Paid add-on elsewhere

Roads & splines

Banked roads, spline lofts for pipes, cables and rails, instancing along a spline, and followers for moving platforms and patrol routes.

Paid add-on elsewhere

Procedural layouts

Town, biome, dungeon and maze layouts extruded into walkable levels, and Poisson scatter for props.

Paid add-on elsewhere

Foliage

Instanced foliage and scatter that bends in the wind and parts as characters walk through.

Tilemaps & 2D

2D tilemaps with auto-tiling terrain rules, sprites and sprite masks, sorting layers, and 2D lights with shadows.

Physics

Physics and simulation, built in.

An in-house 2D and 3D physics engine with the systems you'd normally buy separately.

Rigid bodies

2D and 3D bodies with continuous collision detection, compound colliders, sleeping, physics materials and a collision matrix.

Joints & ragdolls

2D and 3D joints and constraints, and ragdolls built from a skeleton in one call.

Vehicles

A drivable vehicle in one call: wheel colliders, suspension and a vehicle controller.

GPU cloth

Pinned cloth with wind and colliders, simulated on the GPU at thousands of particles.

GPU fluids

A position-based particle fluid for pours and floods, rendered as a smooth surface.

Paid add-on elsewhere

Destruction

Voronoi fracture into debris for walls, crates and anything that should break.

Paid add-on elsewhere

Character controllers

Ready-made 2D and 3D character controllers for players and NPCs.

AI & crowds

Characters that find their way.

Navigation and behaviour you can read as data, so you and the agent can both reason about it.

Navmesh & crowds

Navmesh baking, pathfinding, off-mesh links and crowd agents that avoid each other.

GPU flocking

Boids flocks of a thousand agents and more, simulated on the GPU.

Paid add-on elsewhere

Rules & state machines

Event-condition-action rules and state machines in visual editors, stored as data you can diff.

Animation

Characters that move like they should.

Skeletal animation from import to state machine, with procedural motion when you don't have clips.

Animator graphs

State machines with blend trees, layers, joint masks and root motion, edited in a node graph with live preview.

Procedural gait & foot IK

Walk and run cycles generated from the skeleton, with feet planted on uneven ground. No clips needed.

Paid add-on elsewhere

IK, spring bones & retargeting

Two-bone and look-at IK, spring bones for hair and tails, and humanoid retargeting across rigs.

Morph targets

Blend shapes for faces and correctives, evaluated on the GPU.

Cameras & timeline

Virtual cameras with blends, follow and aim, and a timeline for cutscenes and scripted moments.

Sprite animation

Clips cut from sprite sheets, played by the same Animator.

Audio

Sound that sits in the world.

Spatial audio with a mixer, and sound you can make without a sample library.

Spatial audio & mixing

3D sound with occlusion, reverb zones, buses and mixer snapshots.

Procedural sound

Seamless ambience loops, footsteps on ten surfaces, impacts by material and thunder, generated in the engine.

Rare in other engines

Surface footsteps

Footstep sounds picked from the terrain layer under each step, so grass, gravel and wood each sound right.

SFX synthesizer

A built-in synth with oscillators, envelopes, filters and modulation for UI and game sounds.

Rare in other engines

Gameplay

Everything between the renderer and the release.

Real code where you want it, inspectable data everywhere else, and an editor for each system.

The code editor with IntelliSense beside the sceneScreenshot coming soon

C# scripting

A typed C# subset with familiar GameObject and Transform APIs, coroutines and LINQ, IntelliSense in the editor, compiled ahead of time and run sandboxed.

UI designer

HTML-like UI laid out with flexbox and styled with rules, right-to-left text, safe areas for notches, and mobile touch controls in one click.

Encrypted saves

Save slots and persistent state, encrypted per project with tamper detection, and entities kept alive across scene loads.

Minimap & radar

A map or radar that follows the player, with icons, rotation and fog of war that clears as you explore.

Paid add-on elsewhere

Building placement

Let players place buildings on a grid with a ghost preview, rotation, slope and clearance checks, and costs paid from a currency.

Paid add-on elsewhere

World text

Damage and healing numbers, crits, nameplates, interaction prompts, speech bubbles and quest markers, animated and facing the camera.

Paid add-on elsewhere

Tweens & timers

Tween any component field with easing, and timers that raise a signal when they run out.

Input

Action maps for keyboard, mouse, gamepad and touch, with reusable profiles.

Localization

A translation table with plurals, interpolation, a missing-key scanner and CSV/JSON import and export.

Prefabs

Prefabs with variants, overrides and pooling.

Multiplayer

Netcode that's already secure.

Host and client multiplayer over UDP, encrypted from the handshake on.

Encrypted transport

X25519 key exchange and ChaCha20-Poly1305 encryption with replay protection, and optional server identity pinning.

Replication

Delta snapshots, bit-packing and interest management, with RPCs.

Server authority

Server-authoritative input with anti-cheat rules for speed, teleports and rate limits.

Lobbies & testing

LAN lobbies with ready states, host migration, and simulated lag and packet loss for testing.

Testing

Find the problems before your players do.

Playtests that run without you, and a profiler that tells you what to fix.

Playtest heatmap and trajectory replayScreenshot coming soon

Automated playtests

Headless sessions that report deaths, collisions, stuck spots, unreachable areas and bottlenecks, with heatmaps and trajectory replay.

Rare in other engines

Profiler

Frame timeline, timings, script costs and findings, with a budget monitor, memory audit and Chrome trace export.

Save-state tools

Inspect variables and save slots, diff snapshots and step back in time.

Scene diagnostics

Settings that cancel each other out are flagged in the inspector with a Fix button.

Export

From editor to players.

Publish to the web in one click, or export a native build for your desktop.

One-click web publishing

A playable link on GRIT, private, unlisted or public. Only changed files upload.

Native builds

A standalone build for the Windows or macOS machine you're on, with code signing, and the same bundle the web player runs.

Workflow

A project you can trust.

Undo everything, version everything, and bring your existing assets.

Git built in

Branches, conflict resolution, file history and publishing to GitHub, in the editor and available to the agent.

Cloud projects

Versioned snapshots of your project, taken when you save, on a timer, and before large agent edits.

Import what you have

glTF, FBX and OBJ models, PNG, JPG, WebP, KTX2, TGA and BMP textures, WAV and OGG audio, TTF and OTF fonts, re-imported as you edit them.

Undo & play-mode edits

Undo transactions across every tool, and keep the changes you made while playing.

MCP, both ways

Drive the engine from Claude Code, Codex and other MCP clients, and give the in-editor agent your own MCP servers.

Starters

Top-down RPG, 2D platformer, space shooter and grid puzzle briefs, or a blank project.

All of it, free.

Every system on this page is in the free plan. GRIT Pro adds the paid asset library and more room online.