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.
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.
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 — hierarchy, inspector, gizmos, script editor, timeline, terrain tools — running on a web page. Open a link and you are building.
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.
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 and vertex snapping, prefabs and full undo behave the way you expect.
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.
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.
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.
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.
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.
Scripts are classes with Awake, Start, Update and FixedUpdate, plus collision and trigger callbacks. The editor ships full type definitions, and the API deliberately mirrors shapes engine developers already know — Vector3, Mathf, Time, Input — so the patterns transfer even though you are writing TypeScript.
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 — the same shared code path in all three.
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 actually 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 — then split a project across several full maps.
A physically-based renderer with the pieces you need to make a world look deliberate rather than default.
Sprites, tilemaps and a pixel-perfect orthographic camera, plus two complementary ways to build interfaces.
The same map runs as an editor play-test, as a file you host anywhere, and as a hosted multiplayer room — without a separate build pipeline for each.
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, eight gems to find, 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 still being built, so there is nothing to sign up for yet — here is what it is being built to do.
A browser of published worlds with search, categories and tags, featured picks, ratings and reviews, and live player counts — 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 requests, direct messages, parties, teams and emotes, plus chat with moderation, profiles and notifications.
An in-game currency, an avatar shop, per-game passes and developer products, trading and gifting, and item rarity tiers.
Publish and version with changelogs, keep builds private or unlisted while testing, allow forking, and track visits, playtime and ratings in an analytics dashboard.
Per-experience saves, leaderboards, badges and achievements, and experience points — 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 rather than bolted on per game.
Galatrix is an ongoing build. The editor is usable today; the platform around it 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.
Accounts, publishing, discovery, avatars, social and economy systems are in active development ahead of a public launch.
Open sign-ups and a hosted game browser where published worlds can be found and played. Follow along on LinkedIn for the announcement.
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 — 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.
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.
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 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.
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.
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.
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. The editor is in beta and genuinely does have rough edges — a report is most useful when it comes with your browser, the steps you took, and an exported map that reproduces it.
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.