Your desktop runs the session through ngrok—no always-on Feather cloud backend.
Feather Engine
Make the world.
Give it rules.
Press play.
Visual-first 3D engine for scenes, gameplay, live testing, team collaboration, and a portable player — one local project from start to ship.

Build the same world, together.
Collaboration follows the open project across Feather—not just the viewport. Scene structure, object transforms, component and Inspector edits, Blueprint graphs, selections, and editing activity move between collaborators in real time.
Viewport, hierarchy, Inspector, components, and Blueprint graphs share one live project state.
Presence markers show the scene, object, graph, or field collaborators are using.
Experimental desktop feature. The host supplies an ngrok authtoken and keeps control of saving, Play mode, and local files.
The engine stays out of your way—and close to your work.
Scene building, gameplay logic, runtime feedback, and export all operate on the same project. Change the world by hand, by graph, by source, or with the optional AI assistant.
Stay in one workspace
Author a scene, press Play, inspect the result, and keep editing without changing tools.
Choose how you think
Use visual nodes, FeatherScript, direct manipulation, or an AI co-editor on the same state.
Own what you make
Projects stay local, remain readable on desktop, and export through a dedicated portable player.
From a name to a playable build.
Follow the real workflow inside the engine. Each step explains what you do, what Feather does underneath, and what you leave with.
Begin with momentum.
Name a project, open existing work, or choose one of nine fully editable starter worlds.

Pick blank, Third-person, Meadows, Cube Realm, FPS, Driving, Sim racing, Cinematic, Physics Lab, or Timeline Mechanics.
Feather creates a real project with scenes, assets, reusable systems, and local persistence ready.
Execution wires say when. Value wires carry what.
Build reusable typed Blueprints with events, flow, values, variables, physics, animation, audio, UI, and runtime actions. When source is faster, open the same behavior as FeatherScript.

blueprint Player
var speed: number = 6
on update(dt):
if Input.move().x > 0:
self.translate(
axis: "x",
amount: speed
)
Deep enough to make the details matter.
Feather brings the core systems of a modern 3D workflow into focused panels, then keeps them connected to the same live project.
Atmosphere with structure.
Terrain, water, procedural trees, day/night, skies, volumetric fog, reflections, shadows, post effects, LOD, and instancing.
Make motion matter.
Rapier rigid bodies, colliders, triggers, joints, characters, vehicles, ragdolls, cloth, cables, projectiles, damage, and fracture.
Bring the cast to life.
Import common 3D, image, and audio formats, then pose characters with state machines, 1D and 2D blend spaces, bone-masked layers so they can run and aim at once, root motion, IK, and a live blend-weight debugger.
Design the whole experience.
Build screen-space or world-space UI, connect HUD data, add a minimap, and support keyboard, mouse, gamepad, and touch.
Direct the moment.
Sequence shots, camera paths, blends, timed actions, audio, overlays, and frame-locked captures in Film Mode.
Keep the truth visible.
Use execution and value tracing, console output, variable watch, problem reports, performance stats, and replay capture.
Grow a pixel forest without importing a sprite.
Choose one of nine code-painted leaf languages and five growth habits, then tune the seed, palette, scale, and density while the real 3D tree updates in front of you. Plant one tree or a terrain-snapped grove in a click.
Deterministic 32 px leaf art keeps every result compact, repeatable, and editable.
Live preview, palettes, seeds, shape, scale, and density stay one adjustment away.
Wind, chopping, LODs, export, and collaboration-safe recipes are built in.
Start from something playable.
Every template is an editable project. Open the scenes, inspect the logic, replace the assets, and carry the systems into your own game.
Starter templates
Fully editable projects — press Play and you are in the game.
Featured tools & plugins
Extend the editor with built-in and community extensions.
Starter worlds, running live.
These built-in templates are playing inside the editor—press Play and you are in the game. No separate runtime, no export step just to try an idea.
Games that already shipped on this runtime.
The same React, Three.js, and Rapier foundation Feather targets—proven in live Steam pages and titles still in the forge.
Arcade sportsOn Steam

Chaos Football Club
7v7 tactical chaos with wall-bounce physics.No throw-ins, no cards, no mercy. Side walls keep the ball alive, so wall passes, ricochet goals, and charged super shots off the glass are all fair play. Career mode, a transfer market, and a full World Cup bracket sit behind the match engine.
Shipping something on Feather? Open an issue with a link and it can land in this lineup.
Show us your gameAsk for a change. Inspect every result.
The built-in assistant is an optional editor operator, not a separate generator. It uses the same typed project actions as the interface, so AI and manual work land in one scene.
Provider requests use the key and service you configure. Local AI (WebGPU) runs entirely on your device—nothing leaves your machine. The MCP relay binds to localhost because connected clients can modify the open project.
An engine you can build on—and grow with.
Feather is open source and made to be extended. Add editor tools with the typed Plugin SDK, ship reusable content as packages, edit FeatherScript in your own editor, and build on an open, readable foundation.
Add your own editor tools.
Typed TypeScript plugins register searchable commands, dockable panels, and logic on the public Feather API. Install gallery plugins from the Asset Store or build your own.
Share content that travels.
Bundle models, textures, audio, prefabs, materials, and Blueprints into portable .nfpack packages you can reuse across projects and hand to others.
Edit FeatherScript anywhere.
A dedicated VS Code extension brings FeatherScript highlighting and editing outside the engine, so code-first creators stay in the editor they know.
Nothing is locked away.
Readable project files, one shared React, Three.js, and Rapier runtime across editor and exports, and an MIT license keep everything you build portable.
A plugin is a few lines of typed code.
Register a command, open a dockable panel, and edit the live project through the same typed API the editor uses. Every plugin cleans up after itself on unload.
import { defineFeatherPlugin } from './sdk';
export const plugin = defineFeatherPlugin({
id: 'com.you.world-tools',
name: 'World Tools',
version: '1.0.0',
apiVersion: '0.2.0',
activate(api) {
api.panels.register({
id: 'world-tools',
title: 'World Tools',
render: () => renderPanel(api),
});
api.commands.register({
id: 'world-tools.open',
title: 'Open World Tools',
run: () => api.panels.open('world-tools'),
});
},
});From editable world to portable player.
The desktop workflow stages your project, validates its resources, builds the player, and packages the targets supported by your host and installed toolchains.
Portable web player is always included. Native targets follow the installed host toolchain.
Ship where your toolchain can build.
A hosted web folder is the portable baseline. Native and mobile artifacts use platform-specific build tools.
Web builds must be served over HTTP(S); browser security blocks module applications launched directly through file://.
Experimental. Functional. Moving fast.
Feather is under active development. The editor is functional and extensively tested, but APIs and the project format can change before a stable release. Test your riskiest scene and export path early.
Help shape the engine and its ecosystem.
Feather is early, honest about it, and moving fast—exactly when contributors have the most impact. The runtime, node palette, templates, docs, plugins, and tooling are all open to focused pull requests.
Built for people who would rather make the game—together.
Take Feather to your desktop.
The desktop workspace adds native dialogs, project folders, and the fastest production export path. Pick your OS below — no account or sign-up needed.
- Download the
.dmgfor your chip, open it, and drag Feather Engine into Applications. - First launch: right-click (Control-click) Feather Engine → Open, then click Open again.
- If you prefer the terminal:
xattr -dr com.apple.quarantine "/Applications/Feather Engine.app"
These early builds are ad-hoc signed, so macOS may warn that they are from an unidentified developer — the steps above grant one-time permission.
Windows 10 / 11
Run the .exe installer; the MSI is the same app for managed/enterprise installs.
M1, M2, M3…
Right-click (Control-click) the app → Open on first launch.
x64
Right-click (Control-click) the app → Open on first launch.
Every installer this release: Feather Engine v0.1.0 on GitHub
Your first playable world is four commands away.
Install Node.js 20 or newer, clone the MIT-licensed project, and open the browser editor at localhost:17420. Choose a starter world and press Play.
$ git clone https://github.com/mariojgt/featherEngine.git
$ cd featherEngine
$ npm ci
$ npm run devnpm run tauri:devBefore you begin.
Clear expectations for authoring, data ownership, platforms, and project maturity.
01Do I need to know how to code?
No. You can build gameplay with typed visual Blueprints and use the editor from start to export. FeatherScript is there when source is faster or easier to maintain, and both views describe the same gameplay graph.
02What is different between the browser and desktop editor?
The browser is the quickest way to explore and saves portable .nforge files. The Tauri desktop workspace uses readable project folders, native dialogs, recent projects, linked FeatherScript files, and is the recommended path for production exports.
03Where does my project data go?
Feather is local-first and does not require an account. Browser projects are downloaded as portable files; desktop projects live in a folder you choose. The optional AI assistant can run Local AI (WebGPU) entirely on your device with no API key or network upload, or you can route it to the cloud provider of your choice using your own API key.
04Can we edit a project together?
Yes. The experimental desktop collaboration feature lets one person host the open project through ngrok and share an invite. Collaboration follows the project across the viewport, scene hierarchy, Inspector, components, Blueprint graphs, selections, and editing presence. The host keeps control of saving, Play mode, and local filesystem work, and supplies their own ngrok authtoken.
05How do I add Pixel Art Trees?
Open Feather's Asset Store, choose Pixel Art Trees, and select Install. Then open it from View → Extensions. The plugin includes nine procedural leaf styles, five growth habits, live seeds and palettes, and single-tree or terrain-snapped grove planting. Its deterministic recipes remain editable, collaboration-safe Feather tree assets with wind, chopping, LOD, and export support—and disabling the plugin does not remove trees already planted in your project.
06Can I export to every platform from one computer?
Web builds are broadly available, but native installers use host-specific toolchains. Desktop targets can be built on their matching operating system or through the included CI workflow. Android and iOS also require their platform SDKs and signing setup.
07Can I extend Feather or contribute to it?
Yes. Feather is MIT-licensed and built in the open. Add editor commands and panels with the typed Plugin SDK, package reusable content as .nfpack files, or edit FeatherScript with the VS Code extension. Bug reports, proposals, and focused pull requests are all welcome on GitHub.
08Is Feather ready for a production game?
Feather is experimental v0.1.0 software under active development. The editor is functional and extensively tested, but APIs and the project format can change. Evaluate your riskiest scene and export target early, and keep source-controlled backups.
Make something you can feel.
Start from a playable world, understand every system, and keep the whole creative loop close.



