ImGui dockable workspaces — 55+ panels, snapshot undo, asset hot-reload, command palette.
ArcadeOn Engine
Visual editor, 33+ no-code behaviours, visual state machines, navmesh AI, tilemap studio, timeline animation, quests, inventory, a full visual novel system, and sandboxed C# plugin scripting — all in one native desktop app.
Why teams use ArcadeOn Engine
Key strengths that make ArcadeOn Engine a dependable part of your workflow.
13 entity components and 33+ no-code behaviours: player controllers, enemy AI, combat, projectiles, camera, ragdoll.
Per-entity Roslyn C# scripting in a sandboxed syntax-tree analyser.
ArcadeOn Engine, feature by feature
Every system below ships in 2.0 Alpha — no extra modules or asset-store dependencies.
Visual Editor
ImGui-based dockable workspaces, 55+ panels, snapshot undo, asset hot-reload, command palette (Ctrl+K), and a 44-icon SVG atlas.
Behaviours & Components
13 entity components and 33+ no-code behaviours — player controllers, enemy AI, combat, projectiles, camera follow, parenting, ragdoll, and per-entity Roslyn scripting.
State Machines & Events
Per-entity FSMs with OnEnter / OnExit chains, condition-tree transitions, and ~100 event commands across 13 categories.
Navigation & AI
A* grid pathfinding, NavMesh graphs, line-of-sight validation, NavAgent with multiple modes.
Animation System
Frame-based sprite animations with per-clip FPS, transform keyframe tracks, auto-fallback chains.
Physics & Collision
AABB/circle/polygon overlap tests, broadphase spatial grid, tilemap collision masks, per-axis resolution.
Dialogue & Visual Novel
Dialogue graphs, typewriter mode, 200-entry backlog, VN command tree (dialogue, setVar, setSwitch, branch, choice, wait, jump, event emit).
Quests & Inventory
Quest states (Inactive/Active/Completed/Failed), objectives with auto-completion conditions, typed metadata inventory.
Audio System
Scene music with crossfade, auto-transcode (MP3/M4A/AAC/FLAC/Opus → OGG via ffmpeg), per-entity audio loops, volume ducking.
Rendering & Lighting
Layer-sorted SpriteBatch, deferred radial-gradient lighting, particle pool, weather system (rain/snow with wind), text via FontStashSharp, parallax layers.
i18n & Save System
Locale tables with fallback, save schema v15 (switches/variables/inventory/quests), multi-slot save picker with timestamps.
Plugin System
Per-entity Roslyn C# scripting with sandboxed syntax-tree analysis, deny-list (System.IO, Diagnostics, Net, Reflection, Threading, etc.).
More from ArcadeOn Studios
Other products we design, build and maintain in-house.