PyreForge unified game creation studio

Anvil
One project. Every way you create.

Start guided. Go as deep as you want.
Move naturally between visual building, map and asset creation, scripting, terminal work, playtesting, and portable export—without leaving your project behind.

Join the Private Beta See the Workflow
Guided and advanced workflows Local and cloud creation routes Durable projects and candidates 2D, 3D, code, and Play
See how it connects
The unified studio

Keep one project in motion

The active project, scene, assets, history, and readiness stay with you as the work changes shape.

01 / START

Choose a starting point

Open a project, begin with a playable blank, or use a guided game profile.

02 / BUILD

Shape the game visually

Edit scenes, terrain, entities, cameras, components, and reusable resources.

03 / CREATE

Make maps and assets

Generate, import, process, review, and accept candidates through one durable lifecycle.

04 / CODE

Script without switching tools

Move into Power Studio for code, visual graphs, terminal work, and project-aware help.

05 / VERIFY

Play, save, and export

Test the active scene, continue after reload, and produce portable, inspectable output.

Progressive disclosure

Approachable on day one. Powerful after year one.

PyreForge does not force beginners to understand an engine before creating—or force professionals to stay inside simplified tools.

GUIDED

Make the next choice obvious

Use plain-language setup, visible readiness, safe previews, and focused actions that teach the workflow while you build.

  • Playable starting projects and game profiles
  • Visual editing before code is required
  • Preview exact candidates before acceptance
  • Clear Undo, Redo, save, recovery, and Play states
ADVANCED

Open the system when you need it

Inspect receipts, control providers and seeds, edit scripts, use visual graphs, and work directly from the integrated terminal.

  • Monaco editing and sandboxed QuickJS execution
  • Local, BYOK, and compatible hosted providers
  • Versioned assets, reimport, variants, and rollback
  • Deterministic build and dependency contracts
Selected verification gates

A serious stack, proven as one system

The interesting part is not any one subsystem. It is visual editing, runtime, generation, persistence, recovery, and export surviving the same end-to-end checks.

3,950+
Unit and integration checks in the sealed unified-creation gate
131
Browser journeys passed with one worker and zero retries
10K
Scene stress coverage inside its 250 ms verification gate
SHA-256
Repeated portable exports compared entry by entry
2D + 3D
Mixed-domain projects carried through edit, Play, save, and reload
Local + Cloud
Provider routes behind one candidate and receipt lifecycle

Internal acceptance evidence, not a synthetic comparison against another engine. Counts describe the sealed Phase 1 boundary; newer map and asset slices are gated independently before joining it.

A studio that stays connected

Specialist workspaces share the same project, assets, scenes, jobs, history, and health context.

Anvil Copilot

Project-aware assistance for creation, scripts, and questions, with explicit provider selection and compatible local or BYOK routes.

Provider choice remains visible

Real-Time Play Mode

Run the authoritative active scene with input, cameras, interactions, HUD state, and sandboxed gameplay scripts.

Scene-aware Play lifecycle

Export Formats

Portable project and simulation ZIPs, asset and map formats, and model output. Target-engine adapters vary in maturity and remain explicitly labeled.

Receipts and artifact hashes

ForgeWeld 3D

Import, voxel, sculpt, material, animation, physics, and export tools connected to the same project resource system.

Specialist workspace

Project Continuity

Persistent project context, active-scene routing, revision recovery, dependency locks, and deterministic build manifests.

One project through every workspace

Asset Workbench

Generate or import, process, validate, review, retry, accept, place, reimport, version, and roll back durable assets.

Raw results remain candidates

Power Studio

Monaco editing, a sandboxed QuickJS terminal, visual graphs, debugging, and project-aware script iteration.

Traditional code stays first-class
Creation workbenches

Create independently—or fold the result into your game

Map Studio, asset generation, ForgeWeld, and Power Studio can stand alone from the main menu while sharing the unified lifecycle when a project is open.

Map Studio

Real-world terrain

Preflight supported locations, capture attributable elevation data, review the exact terrain candidate, then create an undoable scene.

Managed USGS-derived DEM route in active validation
Map Studio

Procedural and manual worlds

Paint square, hex, and isometric terrain, use procedural generation, and keep an offline path when providers are unavailable.

Local-first terrain tools
Asset Workbench

Local and cloud generation

Use compatible ComfyUI, procedural, hosted, BYOK, and imported routes without exposing raw provider plumbing to beginners.

Requested vs. resolved receipts
Candidate Review

Decide what enters the project

Preview processed artifacts, retry the same route, regenerate variants, accept, place, replace a version, or keep exploring.

Nothing enters a scene by accident
ForgeWeld

Work directly in 3D

Bring in common model formats, adjust geometry and materials, animate, validate, and return project-ready resources.

Import → edit → validate → export
Asset Registry

Keep resources maintainable

Track logical identity, versions, dependencies, reusable definitions, variants, reimports, impact previews, and rollback.

Durable project truth
No mystery roadmap

An honest beta boundary

The studio is broad, but the claims stay tied to tested journeys. Experimental targets and unfinished polish remain labeled.

Unified Project

Verified beta foundation

Multi-scene editing, active-scene Play, command history, save slots, cold reload, recovery, and portable export.

Cross-workspace browser journeys
Asset Lifecycle

Beta, expanding by modality

Durable sprite and terrain candidates, exact receipts, acceptance, placement, reimport, versions, variants, and rollback.

More creation routes are converging now
Code + Visual Logic

Available in beta

Integrated code editing, sandboxed execution, terminal workflows, visual graphs, and project-aware context.

Advanced tools without a separate project
Provider Integration

Capability-dependent beta

Local, BYOK, and managed routes depend on installed models, configured providers, connectivity, and each provider's capabilities.

Preflight and route receipts stay visible
Maps + 3D

Available, actively hardening

Terrain painting, procedural maps, limited managed real-world DEM capture, model import, editing, animation, and output.

Coverage and scale vary by workflow
Export System

Portable core + experimental adapters

Project, simulation, asset, model, and map outputs are available. Godot, Unity, desktop, and mobile are not universal release claims.

Verify the exact target before shipping
Release Platform

Chromium web beta

The current verified release boundary is Chromium-based web use. Other browsers and packaged desktop require separate certification.

Platform claims remain evidence-based
Creator Marketplace

Separate platform track

Creator pages, showcases, livestreaming, assets, and templates are being developed as a decoupled platform—not hidden inside editor claims.

Independent product boundary

Start in the shape of your game

Game profiles provide useful starting structure and tools. They are starting points—not a promise that every genre arrives production-complete.

[R]
Top-down RPG
Scenes, quests, combat
[P]
Platformer
Side-view movement
[F]
Farm and life sim
Goals and interactions
[ST]
Strategy and tactics
Square or hex worlds
[PZ]
Puzzle and board
Rules, turns, patterns
[VN]
Visual novel
Dialogue and choices
[3D]
3D worlds
Models, cameras, Play
[+]
Playable blank
Start clean, stay valid

The first genre journeys are being proven end to end—from starter assets through creation, editing, Play, save/reload, and export. Once those full-cycle slices are polished, the same treatment will expand across tower defense, roguelike, survival, horror, racing, city builder, dating sim, educational, and the rest of the profile catalog.

Bring one idea. Keep one project.

Join the private beta and help shape a studio built for beginners who want a clear path and professionals who want real control.

Join the Private Beta