relayENGINE
Let's build
SMALL TEAMS. UNREASONABLY BIG WORLDS.

Build the game
you meant
to finish.

A real 3D engine for the Mac. A future with AI partners.
A world that’s unmistakably yours.

macOS 26+ / Apple silicon BUILT ON METAL
+
THE OTHER SIDEWorld concept 001 / Illustrative artwork
SCROLL TO EXPLORE ↓A NEW CHAPTER. FORMERLY MANIACSENGINE++.
01 Full 3D. From the start.02 Apple silicon. At heart.03 Your code. In C#.04 One game. A shared vision.
01 / THE ENGINE

Imagine the world.
Then step inside it.

From the first patch of terrain to the last level transition. Serious tools, built around the game you want to make.

Illustrative mountain world with a monumental circular portal
ATMOSPHERE / LIGHT / SCALE ENGINE CAPABILITY
SCENE

⌄   World_01

◇   Portal

☀   Sun

≋   Fog volume

◈   Player

Portal / Transform
↖   ⤢   ⟳   ◇EDIT   /   ▶ PLAY
  PlayerController.cs
// Your game. Your rules.
if (jumpPressed && grounded)
{
    velocity.Y = jumpSpeed;
    animation.Play("Jump");
}

Illustrative C# gameplay logic

01 / STARTThe arrivalWorld_01
→
02 / EXPLOREBeyond the gateWorld_02
→
03 / FINALEThe returnWorld_03
CONCEPT ART · NOT ENGINE FOOTAGEX 048.6   Y 012.4   Z 096.1

Give your world an atmosphere.

A physical sun and moon. Sky atmosphere, volumetric fog, ray-traced shadows and probe-based global illumination. Light that gives a place its character.

Metal renderingDay & nightMetalFX
ONE PORTABLE CORE. SPECIALIST PLUGINS.

Entity-component architecture · Jolt physics · Imported characters & animation · .NET scripting

✳ 02 / MEET YOUR FUTURE TEAM

Big ideas.
Meet your plus one.

Meet the Orbs: AI partners designed to work inside your world. You set the direction. They help with the next step.

IN DEVELOPMENT · GRAPHICS FIRST
ORB / INTERACTIVE CONCEPTWORLD_01 / THE OTHER SIDE
Interactive illustrative world; use the Orb commands to change its mood
ORB_01 ●
DUSK / ATMOSPHERE READYILLUSTRATIVE WEB DEMO
Your OrbReady when you are
✳
Every world starts with a “what if.”
What shall we try?
GIVE IT A DIRECTION
A small glimpse of a bigger idea.

You bring the taste. Orbs bring a helping hand.
Scripts, greyboxing, animation wiring and level flow—through the engine’s own tools.

This is a scripted website concept, not a live AI connection. Orb development is paused while the graphics foundation is completed.

03 / DEVELOPMENT ROADMAP

A real engine.
An honest roadmap.

Ambition, with the work to back it up.
Here’s where relayENGINE stands today.DEVELOPMENT SNAPSHOT / 03 NOV 2026

IN THE ENGINE01

The foundation is real.

  • Full 3D core & Jolt physics
  • Metal lighting & ray-traced shadows
  • Skinned characters & animation
  • C# scripting through .NET
  • World editor, levels & game flow
  • Demand-driven sun shadows
● macOS 26+ / Apple silicon
BUILDING NOW02

Every frame matters.

  • Retained GPU scene completion
  • Cached draw commands
  • Debug buffer & view modes
  • The next graphics milestones
FOCUS / Rendering & performance
ON THE HORIZON03

More hands. More worlds.

  • A coordinated team of Orbs
  • Director & specialist AI partners
  • iOS after macOS is production-ready
  • Windows, Android & consoles later
DIRECTION / No release dates yet
✳
Every frame proven. Every change earns its place.

Image regression checks. Frame-time guards. Sandboxed proofs that leave your projects alone.

Get the details
04 / WHY WE’RE HERE

It started with a game
that didn’t get finished.

A developer with a world in mind, and too many disciplines to master alone. The art became a wall. The game stalled.

relayENGINE grew out of that moment. For developers who need artists. Artists who need developers. Anyone stealing an hour after work to make something of their own.

Because the world in your head
deserves a life outside it.

relayENGINE / KEEP BUILDING.
A FEW GOOD QUESTIONS

Before you
step inside.

What do I need to run relayENGINE?+

The current engine and editor target Apple silicon Macs running macOS 26.0 or later, with Metal rendering. Additional memory and storage requirements aren’t specified here.

Can I use the Orbs today?+

The full Orb team is a development direction, not a shipping feature. Early agents exist, but Orb development is paused until the graphics goals are met. The interactive demo on this site is a scripted illustration of that direction.

Is this only for 3D games?+

The engine uses a full 3D world by default. Camera lenses support side-scrolling 2.5D, top-down and isometric perspectives on that same world.

Can I bring my own characters and code?+

Yes. The engine supports imported rigged 3D models and animation clips, with blending and layering. Gameplay uses C# through the .NET runtime, loaded as a plugin.

What about other platforms?+

macOS is the production focus. iOS is planned after macOS is production-ready. Windows, Android and consoles are longer-term directions; the plugin architecture keeps those paths open.

How are engine changes checked?+

Rendered frames are compared byte for byte against a pinned build. Deliberate image changes are recorded, frame-time guards check the budget, and proofs run offline in a sandbox without touching creators’ projects or settings.

Where can I download it or follow progress?+

A public download, release date and pricing are not announced here. Follow the official channel ↗ for project updates, or connect through the official channels below.

YOUR NEXT CHAPTER

You have a world in mind.
Let’s bring it closer.