Join the official Vespera Engine Discord to stay up to date with the latest news, development updates, and releases.
👉 Join the Vespera Engine Discord
Version: 1.1.0
Production platform: Windows x64 + Direct3D 12
Vespera is an open-source C++20 game engine built around a native editor, C# gameplay scripting, optional Lua, RmlUi, scenes, prefabs, audio, input, save data, and a standalone game export workflow.
The Windows + Direct3D 12 path is the production baseline. Vulkan is available as an opt-in preview backend on Windows, and Linux + Vulkan remains experimental while cross-platform validation continues.
- Native C++20 engine and editor
- Windows x64 / Direct3D 12 production renderer
- Optional Vulkan renderer for parity testing
- Project-owned C# gameplay scripting
- Optional project-level Lua scripting
- Entity/component scenes with sector-based 2.5D world authoring
- Sprites, materials, textures, point lights, collision, triggers, overlaps, and raycasts
- RmlUi runtime UI with project-owned RML/RCSS
- Prefabs, scenes, input actions, audio, timers, save data, and runtime spawning/destruction
- Stable asset IDs with move/rename repair
- Editor Play Mode
- Debug, Development, and Release game builds
- Framework-dependent or portable private .NET deployment
- Localhost editor/runtime automation and MCP developer tooling
Build Vespera from source:
Set-ExecutionPolicy -Scope Process Bypass
.\build.ps1Open the Project Hub:
.\vespera.ps1Create a project, open it in the editor, press Play, and use Build → Build Game… when you are ready to make a standalone build.
For the guided setup, see:
A dependency-free documentation site is also included in website/ and can be published with GitHub Pages.
| Platform / renderer | Status |
|---|---|
| Windows x64 + Direct3D 12 | Production-supported |
| Windows x64 + Vulkan | Preview / parity testing |
| Linux + Vulkan | Experimental |
D3D12 remains the default renderer on Windows. To run the reference game with Vulkan:
.\run-game.ps1 -Renderer vulkanUse -Renderer d3d12 to force Direct3D 12 or -Renderer auto to use the platform default.
On Linux, the current development path is:
./build-linux.sh
./run-game-linux.shLinux support is still experimental and should not be treated as production-certified across distributions, GPUs, or drivers.
The main starter project. It includes a sector-world scene, project-owned C# controller code, collision, input, lighting, sprites, and the normal standalone export workflow.
A screen-space 2D starter built around RmlUi and C#. It works well for card games, board/grid games, puzzle games, HUD-heavy projects, and other UI-driven games.
It is not a complete orthographic world-authoring mode. Vespera does not currently ship a tilemap workflow, dedicated 2D scene tools, or a full 2D physics stack. See Current Limitations.
A blank scene with a minimal project-owned C# bootstrap and no hidden gameplay.
Run the lightweight behavioral tests:
.\test.ps1Run the editor:
.\run.ps1Run the editor with localhost automation enabled:
.\run.ps1 -AutomationRun the full Windows release validation:
.\test-rc.ps1The release validation runner performs the automated release/export/editor/runtime checks first, then launches D3D12 and Vulkan editor/game smoke tests for manual visual confirmation.
examples/emberlight_guild— UI-heavy sample game using C#, RmlUi, SaveData, scenes, assets, and the shared player/export workflow.examples/performance_lab— benchmark/sample project covering C#, UI, scenes, entities, lighting, culling, and runtime telemetry.examples/reference_game— reference and stress-test project used by the test and automation tooling.
- Editor
- Gameplay API
- Managed C#
- Lua
- Input
- RmlUi
- Asset Pipeline
- Sprites
- Exporting
- Architecture
- Testing
- Current Limitations
- Roadmap
Vespera does not currently claim production-certified Linux/Vulkan support, a complete orthographic 2D world editor, visual scripting, multiple simultaneous RmlUi surfaces, per-entity Lua components, advanced rigid-body physics, hardware ray tracing, or built-in upscaler integrations.
These are documented limits, not hidden requirements for the Windows/D3D12 production workflow.
Vespera Engine is released under the MIT License. Third-party dependencies retain their own licenses; see THIRD_PARTY_NOTICES.md.
Copyright © 2026 Timingplanet.