Create in a tab
A full 3D editor on a web page: hierarchy, inspector, gizmos, script editor, timeline and terrain tools. Open a link and start building.
Galatrix is a game engine and a multiplayer platform that live entirely on the web. The editor runs in a browser tab, with scripting, physics, navigation, animation and terrain. The worlds you make run the same way for everyone who joins them.
The editor is in active beta and a free account opens it. The platform it publishes to is in open beta at play.galatrix.com.
Most engines make you download a toolchain, learn a build pipeline and find your own servers. Galatrix puts the editor, the runtime and the multiplayer backend on the same web stack.
A full 3D editor on a web page: hierarchy, inspector, gizmos, script editor, timeline and terrain tools. Open a link and start building.
Published worlds run in server-authoritative rooms on a fixed tick, with delta-compressed state and client prediction. Physics and scripts execute on the server, not on trust. Galatrix hosts the rooms; you never rent one.
Publish to the platform, or export a standalone build as a single HTML file. Unused engine subsystems are stripped, so a small game stays a small download.
There is no separate build step between making a change and playing it. The editor, the runtime and the servers all execute the same simulation code.
Drop in primitives and glTF models, sculpt terrain, paint tilemaps, or import a Minecraft schematic. Transform gizmos, grid snapping, prefabs and full undo behave the way you expect.
Attach components, then write behaviour classes in the built-in script editor. Event Sheets wire the same logic visually for anyone who would rather not write code. Fields you declare appear in the Inspector as sliders and pickers.
Press Play and you are in the world, in the same tab, running locally with no server involved. The play-test executes the same simulation code a published build does, so what you see is what players get.
Publish the map to the platform, or export a self-contained standalone build you host yourself.
An entity-component editor with a script runtime, a physics engine and a navigation system behind it. Pick an area to see what it covers.
A hierarchy on the left, an inspector on the right, and a viewport built for real work. Undo and redo cover every operation, and panels dock where you want them.
Scripts are classes with Awake, Start, Update and FixedUpdate, plus collision and trigger callbacks. The editor ships full type definitions, and the API mirrors names engine developers already know: Vector3, Mathf, Time, Input. The patterns transfer, even though you write TypeScript here.
export class Collectible extends Behaviour {
@Range(10, 360) spinSpeed = 120
onUpdate(dt: number) {
this.transform.Rotate(0, this.spinSpeed * dt, 0)
}
onTriggerEnter(other: Entity) {
const player = players.from(other)
if (!player) return
economy.addCoins(player, 5)
audio.play('pickup')
this.entity.destroy()
}
}Rigid bodies, colliders and joints simulate identically in the editor play-test, in standalone exports and on the authoritative server. All three run the same code path.
onFixedUpdate() {
const grounded = physics.sphereCast(
this.transform.position, 0.4, Vector3.down, 0.6,
)
if (grounded && Input.GetButtonDown('Jump')) {
physics.applyImpulse(this.entity, [0, 9, 0])
}
}The engine bakes walkable space and steers agents along it. What those agents do is your script: the engine owns the movement, you own the behaviour.
export class ChaseAI extends Behaviour {
detectRange = 18
onUpdate() {
const target = players.nearest(this.transform.position)
if (!target) return agent.stop()
if (target.distance < this.detectRange) {
agent.setDestination(target.position)
}
}
}Key transforms, opacity and colour on the root or on any bone, then drive those clips from a parameterised state machine that your scripts control.
Sculpt smooth voxel terrain by hand, generate it procedurally, or bring in existing voxel builds. A single project can span several full maps.
A physically-based renderer, with the lighting, material and post-processing controls a world needs to look art-directed.
Sprites, tilemaps and a pixel-perfect orthographic camera, with two ways to build interfaces on top of them.
The same map runs as an editor play-test, as a file you host anywhere, and as a hosted multiplayer room. None of them needs a separate build pipeline.
Importable asset packs: prefabs, scripts and a demo scene for a whole genre. Bring one in and you have a working game to play, pull apart and rebuild as your own. Every behaviour is an editable map script, not locked engine code.
Checkpoints, kill bricks, spinners and jump pads, with a timed finish line.
A drivable car, ordered checkpoints, boost pads and a best-lap HUD.
Creeps walk the path in waves; build auto-firing towers to stop them.
Escalating monster waves, coins per kill, upgrades between rounds.
A terrain island, gems hidden across it, and a buggy to find them in.
Run, jump and collect on a pixel-perfect orthographic camera.
A terrain time trial: gates in order, boost pads, best time saved.
A one-button auto-runner that speeds up as your score climbs.
Plant, watch crops ripen, harvest for coins, under a day/night cycle.
Tiered collectibles on a conveyor, income multipliers and a rebirth loop.
Systems rather than finished games — drop one into a project of your own and build on top of it.
The platform is the other half of Galatrix: a place to publish what you build, and a place for players to find it. It is in open beta at play.galatrix.com.
A browser of published worlds with search and categories, sorted by most popular, newest, most active or top rated, with likes and play counts on every card. Everything is playable straight from the page.
Server-authoritative rooms with a fixed tick loop, delta-compressed state, client prediction and reconciliation, and routing across a pool of game servers.
A customisable character with skins, accessory slots and animation sets, carried across every world on the platform.
Friends and friend requests, chat with moderation built in, profiles and notifications.
An in-game currency players spend on cosmetics for their avatar and on upgrades inside the games they play.
Publish a map to the platform from inside the editor, and update it once it is live.
Per-game saved progress for the games you build, persisted for every player without you running a database.
Reporting and blocking, a moderation review queue, content filtering and account enforcement, built into the platform instead of per game.
Galatrix is an ongoing build. The editor and the platform are both usable today, in beta, and the rest is still coming together.
Open beta at editor.galatrix.com. Build worlds, script them, play-test them and export a standalone build today. A free account is required to open it.
One shared simulation drives editor play-test, standalone exports and hosted multiplayer, so a world behaves the same wherever it runs.
Open beta at play.galatrix.com. Sign up free or play as a guest, then find published worlds and play them straight from the browser. Avatars, chat and saved progress all work today.
A TypeScript stack end to end — the same language in the editor, the runtime and the servers.
The editor is in open beta at editor.galatrix.com, and a free account opens it. The platform it publishes to is in open beta at play.galatrix.com, where worlds can be found and played. Both are beta, so expect rough edges.
No. If you have used a mainstream 3D engine, the model is familiar: entities with components, a Start and Update lifecycle, and APIs like Vector3, Mathf, Time and Input. Your habits carry over, though you write TypeScript here instead of C#. If you have not, the bundled starter kits are working games you can open, play and take apart. Event Sheets cover the same ground visually for anyone who would rather not write code.
Three.js for rendering and Rapier compiled to WebAssembly for physics, all in TypeScript. Servers are Node.js talking WebSockets, with Postgres for persistence and Redis for room routing.
No. Any project exports as a standalone build, either a single HTML file or a ZIP, hosted wherever you like. Unused engine subsystems are stripped from the export, so the download stays small.
Yes. Physics, gameplay scripts and navigation agents all tick on an authoritative game server, and clients send input and interpolate the state they get back. One distinction: the editor’s play-test runs entirely in your browser tab with no server involved, so anything depending on server authority should be checked in a published room as well.
Phones work: moving, looking, jumping and using the tool you are holding are all playable by touch, and multi-touch is wired through the same input API as mouse and keyboard. A world that leans on keys a phone does not have needs on-screen controls, which creators can add. Gamepads are readable from scripts, but controller mapping and key rebinding are not finished.
Both are welcome, and both are handled in the open. Bugs and feature requests go in Issues; questions, ideas and anything you have built fit better in Discussions. A report is most useful with your browser, the steps you took, and an exported map that reproduces the problem.
The fastest way to judge an engine is to play something built in it. Bring in a starter kit, take it for a run, then open the Hierarchy and see exactly how it was put together.
A free account opens the editor. The platform is in open beta at play.galatrix.com.