Built in layers.

An editor, on a runtime, on a set of standalone libraries. Build your game on whichever one fits.

Build visually.

Scenes, inspector, play mode and hot-reload, on the same runtime your game ships with.

The Prowl editor with a vehicle scene open in the scene view, alongside the hierarchy, inspector, project and console panels

Or skip the editor.

The runtime is a plain .NET library. Reference it, write a class, run it.

Runtime-only samples
Program.cs C#
using Prowl.Runtime;
using Prowl.Vector;

new MyGame().Run("Simple Cube", 1280, 720);

public sealed class MyGame : Game
{
    public override void Initialize()
    {
        var scene = new Scene();

        GameObject cam = new("Main Camera");
        cam.Transform.Position = new(0, 2, -8);
        cam.AddComponent<Camera>();
        scene.Add(cam);

        GameObject cube = new("Cube");
        MeshRenderer mr = cube.AddComponent<MeshRenderer>();
        mr.Mesh = Mesh.CreateCube(Float3.One);
        mr.Material = new(Shader.LoadDefault(DefaultShader.Standard));
        scene.Add(cube);

        Scene.Load(scene);
    }
}

Or go all the way down.

A collection of standalone, MIT-licensed game libraries. The runtime is built from them, and each one is its own NuGet package.

Browse Anthology

Start building today.

Pick the layer you want to start on.

Prowl.Editor

Download the editor and build your game visually.

Prowl.Runtime

Reference the runtime from your own .NET project and build in code.

Prowl.Anthology

Pull just the libraries you need into any .NET project.

Not sure where to start? Ask on Discord.