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Game development, simplified.

A native engine with 20 working systems that react to each other out of the box. Simple to pick up, fast to run and built for AI agents from day one.

Watch the reel ↓

Free · macOS (Apple Silicon) · 20 systems · 270 agent commands · Native Rust

01 / ShowreelUnedited gameplay
Unedited gameplay recorded in Feather 2: War City, Shred & Sort, Ocean Voyage and Fluid Playground.
built-in systems
20
engine commands for agents
270
median fps in a 1,553-object world
145
native, compiled engine
Rust
02 / The engineSimple · Complete · Fast · Agent-ready

Spend your time on the game, not the engine.

Every game needs a player, physics, menus, saves, sound and a way to tell its story. Feather ships those as working systems, so you start from something that plays and shape it into yours.

The Feather 2 editor with the Ocean Voyage example at sunset: an island in stylised water, the Outliner, the World and terrain panel with lighting presets and the sky library, and the Content Browser.
The editor: viewport, Outliner, World & terrain and Content Browser, with Ocean Voyage open.

Simple

One clear editor with sensible defaults. Open an example, press Play and start shaping your game in minutes.

Complete

20 ready-made systems — from combat and inventory to weather, story and saves — that you extend instead of rebuild.

Fast

A native engine written in Rust, with a profiler built in so you can see frame times and memory while you play.

Agent-ready

270 commands over CLI and MCP. Agents build, play-test and verify your game through the same path as the editor.

04 / World simulationRecorded in the player

Systems that work together.

Weather, water, fire and foliage share one simulation, so they react to each other. Rain soaks the ground, wind moves the grass, and lava sets a meadow alight and hardens to rock where it meets water.

Recorded in the standalone player, 12 seconds, unedited: a storm rolls over Fluid Playground, a script breaks the dam and the reservoir floods the spillway while wind and rain move the grass.
The same hill after the volcano erupts: lava covers the slope and fire spreads through the grass into the trees.
A grassy hill beside a pond in Fluid Playground, with procedural grass, flowers and trees.
BeforeAfter
Drag across the frame. The same camera in Fluid Playground: built-in grass grows over the hill, then, 18 seconds after the volcano erupts, lava covers the slope and fire spreads through the grass into the trees.
A thunderstorm over Fluid Playground in Feather 2: heavy rain over grassy hills, a reservoir and cottages.

Thunderstorm

Rain and wind roll in over Fluid Playground, and the ground darkens as it soaks.

Underwater at Ocean Voyage in Feather 2: light shafts through the surface, a boat hull and jetty posts above.

Under the surface

Below the waves at Ocean Voyage: fog by depth, light shafts and drifting particles, with sound muffled.

05 / Ready on day oneBuilt-in presets

Real content, not empty systems.

Every system ships with presets you can use as they are or reshape into your own. A few of them:

11 weathers
From clear skies and fog to blizzards, sandstorms and tornadoes.
6 liquids
Water, lava, oil, slime, mud and blood, each behaving its own way.
16 physics setups
Ships, cars, cloth, chains, wrecking balls and tornadoes in one click.
12 body presets
Crates that float, balloons that rise and ice with no friction.
7 lighting looks
From clear day and golden hour to foggy dawn and night battle.
9 post-process looks
Neutral to cinematic, faded film and noir, all fully adjustable.
11 grass presets
From meadow and wildflowers to forest floor, tundra, toon and alien.
5 example worlds
Playable projects to take apart, each built entirely from engine commands.

Like what you see? Get in early.

06 / Built-in systems20 systems

Start with the game, not the basics.

20 systems ship with the engine. Each one works on its own, connects to the others and is documented end to end.

Explore all systems
07 / Extend, don't rebuildEditor · Logic · Agents

Three ways to make it yours.

The Feather 2 Blueprint editor with an event graph that blinks a lamp and opens a door, next to the world and sky settings.
  1. 01

    Tune it in the editor

    Every system is project data with its own panel. Change a weapon, a quest or the weather without touching code.

  2. 02

    Extend it with logic

    Add behaviour with Rhai scripts or visual Blueprints. Both run the same way in Play and in your exported game.

  3. 03

    Automate it with agents

    Each edit is a validated command with undo and revisions, so an AI agent can make the same change safely.

08 / Agent-readyCLI · MCP · Headless

Built for the way games are made now.

The editor and your AI tools share one set of commands. Agents can add objects, sculpt terrain, write scripts, capture the viewport and play-test the game without opening a window — with the same validation and undo as a person at the keyboard.

270
commands, each with a strict schema
MCP
connect any compatible AI client
Headless
play-test with scheduled input, no renderer
1,402
objects in War City, placed by a script of engine commands, like every example
How agents work with Feather
# Connect to the running editor
feather-cli --connect .feather-session.json command scene.add \
  --json '{"kind":"Cube","name":"Crate","position":[0,2,0]}'

# Play-test without a window: hold D for one second
feather-cli --connect .feather-session.json command game.simulate \
  --json '{"frames":240,"inputs":[{"frame":0,"key":"D","pressed":true},
                                {"frame":60,"key":"D","pressed":false}]}'
09 / Native performanceVerification run

Large worlds, measured.

Meadow Expedition is a 600 × 600 metre scene with 1,553 authored objects. These are the figures from its verification run.

Authored objects
1,553
Model instances
1,477
Median fps in Play
145
Median fps in the editor
104–144

Development build on Apple M3 Pro, 36 GB · 2880 × 1800 window

10 / QuestionsBefore you sign up

Good questions.

Is Feather free?

Yes. The engine is free. Join the waitlist and we'll send you a preview build as soon as invites open.

Which platforms does Feather run on?

The preview is built and verified for macOS (Apple Silicon). The engine is written to build on Windows and Linux as well, and Windows builds are in progress.

When can I try it?

Feather 2 is in private preview. We open builds to the waitlist in small groups so we can support every team, and email you when your invite is ready.

Do I need AI to use it?

No. Everything works by hand in the editor. The CLI and MCP server are there when you want an agent to build, test or automate alongside you.

What kind of games is it for?

Stylised games of any size, from small physics toys to large streamed worlds. The built-in systems cover the player, combat, vehicles, water, weather, story, UI, saves and more.

Can I use my own models and code?

Yes. Import GLB (glTF 2.0) models, textures and sounds, and add behaviour with Rhai scripts or visual Blueprints.

Is there documentation?

Yes, and you can read it today: a guide for every system, the full command reference, and AI-readable versions for your tools.

11 / Get startedFree · Private preview

Get early access.

Feather 2 is free and in private preview. Join the waitlist and we'll invite you as builds open up.

  • Preview builds for macOS (Apple Silicon)
  • 5 playable example worlds to take apart
  • The CLI and MCP server for your AI tools
  • Full documentation, readable today

One email when your invite is ready. No newsletter unless you ask for it. Privacy

Can't wait? Follow progress and talk to us on Discord.