Editor in open beta · platform in development

Build worlds.
Play together.

Galatrix is a game engine and a multiplayer platform that live entirely on the web. The editor runs in a browser tab — scripting, physics, navigation, animation, terrain — and the worlds you make run the same way for everyone who joins them.

The editor is in active beta — a free account opens it. The game platform it publishes to is still in development.

parkour-gauntlet — Galatrix Editor
Move Rotate Scale Snap 0.5 World Pivot Play Mode
Scene · Perspective
X Y Z
Console Assets Terrain Event Sheets NavMesh baked — 3 levels
In the browser
No install, no engine download
Standalone export
Ship a build as a single HTML file
16 starter kits
Whole genres, ready to take apart
What is Galatrix

One stack, from first cube to live game

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.

Create in a tab

A full 3D editor — hierarchy, inspector, gizmos, script editor, timeline, terrain tools — running on a web page. Open a link and you are building.

Play together

Once published, worlds run in server-authoritative rooms — fixed tick, delta-compressed state, client prediction, with physics and scripts executing on the server rather than on trust. Hosting arrives with the platform.

Ship it anywhere

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.

How it works

Four steps, one tab

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.

  1. 01

    Build the world

    Drop in primitives and glTF models, sculpt terrain, paint tilemaps, or import a Minecraft schematic. Transform gizmos, grid and vertex snapping, prefabs and full undo behave the way you expect.

  2. 02

    Give it behaviour

    Attach components, then write behaviour classes in the built-in script editor — or wire the same logic visually with Event Sheets. Fields you declare appear in the Inspector as sliders and pickers.

  3. 03

    Play-test instantly

    Press Play and you are in the world, in the same tab — running locally, no server involved. It executes the same shared simulation code a published build does, so what you see in the editor is what players get.

  4. 04

    Publish or export

    Push a version to the platform with a changelog, keep it unlisted while you test, or export a self-contained standalone build you host yourself.

The editor · open beta

A real engine editor, on a web page

Not a level viewer or a block placer — an entity-component editor with a script runtime, a physics engine and a navigation system behind it. Pick an area to see what is actually in there.

The editing surface you already know

A hierarchy on the left, an inspector on the right, and a viewport you can actually work in. Undo and redo run across the editing surface, and panels float where you want them.

  • Move, rotate and scale gizmos with local/world and pivot/centre toggles
  • Grid snapping, vertex snapping and a measure tool
  • Multi-select, parenting, tags and layers
  • Prefabs with instance overrides, apply and revert
  • Ctrl+K command palette to jump to any object or command
  • Camera preview inset, orientation gizmo and a frame-time profiler
Starter kits

Sixteen kits, bundled with the editor

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.

Obby

Checkpoints, kill bricks, spinners and jump pads, with a timed finish line.

Race circuit

A drivable car, ordered checkpoints, boost pads and a best-lap HUD.

Tower defense

Creeps walk the path in waves; build auto-firing towers to stop them.

Survival arena

Escalating monster waves, coins per kill, upgrades between rounds.

Adventure

A terrain island, eight gems to find, and a buggy to find them in.

2D platformer

Run, jump and collect on a pixel-perfect orthographic camera.

Off-road rally

A terrain time trial: gates in order, boost pads, best time saved.

Endless runner

A one-button auto-runner that speeds up as your score climbs.

Farm sim

Plant, watch crops ripen, harvest for coins, under a day/night cycle.

Tycoon

Tiered collectibles on a conveyor, income multipliers and a rebirth loop.

And six building blocks

Systems rather than finished games — drop one into a project of your own and build on top of it.

Character controllerVehicle controllerNav controllerRagdoll physicsMonster truckCustom monster truck
The platform · in development

Where the worlds will live

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 still being built, so there is nothing to sign up for yet — here is what it is being built to do.

Discover & play

A browser of published worlds with search, categories and tags, featured picks, ratings and reviews, and live player counts — playable straight from the page.

BrowserRatings

Multiplayer rooms

Server-authoritative rooms with a fixed tick loop, delta-compressed state, client prediction and reconciliation, and routing across a pool of game servers.

AuthoritativeRooms

Avatars

A customisable character with skins, accessory slots and animation sets, carried across every world on the platform.

SkinsAccessories

Social

Friends and requests, direct messages, parties, teams and emotes, plus chat with moderation, profiles and notifications.

FriendsChat

Economy

An in-game currency, an avatar shop, per-game passes and developer products, trading and gifting, rarity tiers, and revenue sharing for creators.

CurrencyGame passes

Creator tools

Publish and version with changelogs, keep builds private or unlisted while testing, allow forking, and track visits, playtime and ratings in an analytics dashboard.

VersioningAnalytics

Player data

Per-experience saves, leaderboards, badges and achievements, and experience points — persisted for every player without you running a database.

SavesLeaderboards

Safety

Reporting and blocking, a moderation review queue, content filtering and account enforcement built into the platform rather than bolted on per game.

ModerationReporting
Where things stand

Built in the open, shipped in stages

Galatrix is an ongoing build. The editor is usable today; the platform around it is still coming together.

Editor Beta

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.

Engine runtime Beta

One shared simulation drives editor play-test, standalone exports and hosted multiplayer, so a world behaves the same wherever it runs.

Game platform In progress

Accounts, publishing, discovery, avatars, social and economy systems are in active development ahead of a public launch.

Public launch Planned

Open sign-ups, a hosted game browser and creator payouts. Follow along on LinkedIn for the announcement.

Built with

A TypeScript stack end to end — the same language in the editor, the runtime and the servers.

TypeScriptThree.jsRapierReactViteNode.jsWebSocketsPostgresRedis
Questions

Straight answers

Can I use it right now?

The editor is in open beta at editor.galatrix.com — you need a free account to open it. The game platform it publishes to is still in development, so treat the editor as a preview rather than somewhere to ship a finished game today.

Do I need game engine experience?

No. If you have used a mainstream 3D engine before, the model will look familiar straight away — entities with components, a Start and Update lifecycle, and APIs like Vector3, Mathf, Time and Input — so your habits carry over, though you write TypeScript here rather than C#. If you have not, the bundled starter kits are working games you can open, play and take apart. And if you would rather not write code at all, Event Sheets cover the same ground visually.

What does it actually run on?

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.

Is my game locked into the platform?

No. Any project can be exported as a standalone build — a single HTML file or a ZIP — that you host wherever you like. Unused engine subsystems are stripped from the export so the download stays small.

Does multiplayer really run on the server?

In published multiplayer, 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. To be clear about what you can use today: the editor’s own play-test runs entirely in your browser tab, with no server involved. Hosted multiplayer arrives with the platform.

What about mobile and controllers?

Multi-touch input is wired through the same input API as mouse and keyboard, and gamepads are readable from scripts. Full mobile UI and controller mapping are on the roadmap rather than finished.

Import a kit and press Play

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. Platform launch news goes out on LinkedIn.