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From idea to playable in minutes. No coding. No installs. Instant play-testing. Start in the browser and export when you are ready. Build for Web, Windows, or MacOS (In Development).

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About ArcadeOn Engine

From idea to playable in minutes. No coding. No installs. Instant play-testing. Start in the browser and export when you are ready. Build for Web, Windows, or MacOS (In Development).

Built for indie developers, educators, and hobbyists. The engine is in beta.

A friendly visual editor

Drag a sprite into the scene, tweak it in the inspector, press Play. Move panels where you like, undo any mistake, drop in art and audio and they show up instantly. Hit Ctrl+P to find any command.

ArcadeOn Engine screenshot 1

Drop in art and audio

Drag new sprites or sound into your project folder and they appear in the Assets panel instantly. Audio is auto-converted to a compact format, and the Asset Doctor catches anything broken or missing.

ArcadeOn Engine screenshot 2

Paint worlds in Tilemap Studio

A full-screen canvas with brush, fill, rect and line tools, per-stroke undo, and tile-size presets. Pick each layer's render band so tiles weave in and out of your entities — no flat single-layer ordering.

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Bring sprites to life

Slice a sprite sheet into frames, set the FPS, choose whether it loops, and scrub a live preview. Keyframe position, rotation and scale on the timeline — with a safe fallback if a clip ever goes missing.

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Visual state machines

Give each entity named states — Idle, Walk, Attack, Hurt — and wire transitions with conditions and priority on a pan-and-zoom graph. Run actions on enter or leave, and auto-assign an animation per state.

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C# scripting when you need it

When 33+ behaviours aren't enough, attach a per-entity C# script. It compiles live in the editor — no rebuild step — and runs sandboxed, so scripts can't touch the file system, network or OS internals.

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Design menus and HUDs

Lay out title screens, menus and overlays visually with labels and buttons. Wire button actions to send a signal, jump to a scene, or set a variable — then reuse a scene as a permanent HUD across your game.

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A full visual novel system

Branching dialogue with choices, a typewriter effect and a 200-line backlog. Place character portraits, set variables and emit signals, and theme bubbles, positions and choice styling across 50+ knobs.

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Make the editor yours

Seven themes — including animated brand colours and dark / OLED options — plus a live UI scale slider and Compact, Default or Spacious spacing. Set it once and the whole workspace follows.

ArcadeOn Engine screenshot 9

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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