Early development. NJORD Engine is a work in progress and not everything works yet. See the roadmap.
● AI-native game engine

Stay in the zone
and make the game.

NJORD Engine helps you build the game with the help of AI agents. Skip the coding and stay in the creative zone.

The NJORD Engine editor: the scene tree on the left, a grey-box level in the 3D viewport, and the prompt panel on the right where AI agents take requests.
Why NJORD Engine

Your own game studio,
staffed by AI agents.

Describe your game and a team of AI agents helps you build it. You bring the vision and the taste, they do the heavy lifting.

Meet the crew
Orchestrator

The Director

Reads your prompt and hands each job to the right specialist on the team.

World builder

The Level Designer

Lays out worlds and levels, places enemies and hazards, and wires up the win and lose rules.

Narrative

The Storyteller

Writes dialogue, NPCs and branching quests, so your world has a story to tell.

Assets

The 3D Artist

Generates models and animations from a description: characters, props and environments.

What features the engine has today and on the way.

Live now Planned

Describe it, play it

Prompt your world, levels and characters into existence, then refine by talking to the crew. Bring your own AI keys, or use local agents.

Live 3D editor

Interact with your world in 3D as you build it. Tweak it, or edit the data by hand, and the view updates as you go.

Bring your own models

Import your own 3D models and animations (glTF), or generate them with the help of the crew, who wire up the movement and gameplay too.

Materials & textures

Five material types are supported: PBR, toon, unlit, transparent and subsurface (SSS), plus refractive glass and imported texture maps. Assign, tweak and reuse them across your scene.

SOLO look-dev

Isolate one model or material at a time in a focused view, with lighting presets, rotation and backgrounds, so you can get it looking right.

Particle FX

Snow, weather and billboard particles for atmosphere and game feel, with tunable parameters, live in the viewport.

Lighting & sky

A placeable sun, dynamic gradient, skydome and HDRI skies with a sunset glow, soft shadows and ambient occlusion, for real outdoor mood.

Local & offline AI

Run the agents on a model on your own machine with Ollama or LM Studio. Private, offline and free of API costs, or bring a cloud key. Your choice.

Data you own

Every game you make is plain, readable files you own, editable by hand or by the AI. The engine is the tool; your games are yours, no black box, no lock-in.

Edit in your own tools

Right-click a model, texture or data file to open it in your preferred app, save it and the viewport live-reloads your edits, so you can see how it looks in the engine.

Build platformers

Responsive jumping with coyote time and jump buffering, moving platforms, hazards, AI enemies, checkpoints and collectibles. The whole platformer kit.

Build shooters

Health and damage, shooting and melee, per-bone hitboxes, AI enemies that chase and shoot, and shootable explosive barrels, all wired up for you.

Build racers

Drivable vehicles with drift and handbrake, tracks, checkpoints and lap racing against AI opponents.

Experimental

Multiplayer

LAN co-op, plus Versus modes, Team Deathmatch, Elimination and Capture the Flag. Rollback netcode and online invites are on the way.

Native Windows builds

Export a real, fast native binary. Double-click to play, no runtime, no install. Ship the exact game you tested.

Planned

Native Linux builds

The same one-file native export for Linux, following on from Windows.

Planned

Native macOS builds

Native macOS builds, so your games run on Apple hardware too.

Planned

RPG systems

Deeper story tools on top of today's dialogue, NPCs and quests, inventory and branching progression for full story-driven worlds.

Planned

Baked lighting

Baked global illumination and true environment reflections, a richer pre-computed look on top of today's real-time lighting and shadows.

Exploring

Steam publishing

Maybe: one-click publishing to Steam, so your game reaches players where they already are. Something we're weighing, not committed.

Exploring

Build in your browser

Maybe: the same editor running in the browser, nothing to install. The engine already builds to the web from the same code, so we're weighing it.

Exploring

Cloud projects

If a paid Pro plan happens, it might add cloud storage, sync and managed API keys, so you could pick up on any machine. Undecided, and always optional.

This is just the start. See everything planned, and tell us what to build next.

How it works

Four steps from idea to playable.

Describe

Tell NJORD Engine the kind of game, its style and its story.

Watch it build

See your world render live in 3D as it is generated.

Refine

Prompt changes or edit the data by hand until it feels right.

Ship

Export a native build and share it. Windows today, Steam publishing is coming.

Licensing

Made for creators

Use your own AI keys or local agents, and build at your own pace. As the engine evolves, new plans or services may be introduced, always with fairness and simplicity in mind.

Later

Pro

TBD

Managed AI keys and credits in one place, plus cloud storage, maybe even a cloud-native engine.

  • Everything in Free
  • Managed AI API keys
  • One place for credits and top-ups
  • Cloud storage and sync

Try the latest build.

Early test builds of games made with NJORD Engine. Download, unzip, and double-click to play, no install, no dev tools. Expect rough edges, it is under active development.

Found a bug or have an idea? Tell us on GitHub. Requests feed the roadmap.