Anvil

Your game.
From first idea to playable world.

One game creation studio. Room to grow.
Plan, build visually, create assets, write code, and playtest in one project. We’re building a conversational path for beginners, with the control to keep growing as a developer.

Join the Private Beta See the Workflow
Private beta Visual tools + code Review before applying 2D, 3D, code, and Play
See how it connects
The unified studio

Make it playable. Make it yours.

Start with the idea and a simple scene. Add detail as the game takes shape, keeping your project and your work together.

01 / PLAN

Give the idea a shape

Choose a game profile or playable blank. Keep a project plan, or review and import one from Markdown.

02 / BLOCK OUT

Build before the art is ready

Use simple placeholders to lay out your scene and try the gameplay while the visual direction develops.

03 / CREATE

Replace the look, keep the work

Import or generate assets, review them, then replace supported blockout appearances while preserving identity and gameplay bindings.

04 / REFINE

Work visually or in code

Refine scenes and behavior with visual tools and scripts. Conversation is becoming another way to work on that same project.

05 / PLAY

Test, save, and take it with you

Play the active scene, save and reopen your work, and export through the supported project and asset routes.

Planning and blockout replacement have passed focused development gates. The complete conversational beginner journey is still being integrated and verified. Check the current beta scope.

Progressive disclosure

Approachable on day one. Powerful after year one.

Our goal: let a beginner make a real game conversationally, then grow professionally inside that same project. Supported beginner journeys should require no code, while code remains a first-class way to create.

GUIDED

Make the next choice obvious

Start with guided choices, visual editing, and reviewable changes. Conversational authoring is in development, with durable plans that survive beyond a chat session.

  • 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

Edit scripts, use visual graphs, inspect changes, and work from the integrated terminal. Keep the convenience of guided tools as your skills and project grow.

  • Code editing and sandboxed script execution
  • Local models, your own API keys, and compatible hosted providers
  • Asset versions, reimport, variants, and rollback
  • Inspect supported conversions and preserve unsupported code
Engineering evidence · August 18, 2026

Proof across the creation loop

A dated snapshot of editing, Play, persistence, recovery, and export tested together. New development is checked separately as it joins the studio.

3,950
Unit and integration tests passed · 9 skipped
131
Browser tests passed · 10 skipped · zero retries
4 / 4
Visible export checks passed with matching archive contents
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

Historical internal acceptance results for the unified-creation Phase 1 checkpoint. These counts do not certify the current development build or compare performance with other engines. Read the evidence summary.

What these results cover

August 18, 2026 — unified-creation checkpoint: 344 unit/integration files; 3,950 tests passed and 9 skipped. Browser gate: 131 passed, 10 skipped, zero failed, one worker and zero retries. The checkpoint also records a passing production build, save/reload and recovery coverage, and four visible export checks comparing archive entries by hash.

September 8, 2026 — accepted development slices: blockout authoring and appearance replacement; durable project plans; reviewable Markdown import; and progress checks based on project evidence. These are bounded implementation results. Live conversational wiring and the uninterrupted beginner journey require further integration and verification.

Release scope: Chromium web beta. Packaged desktop, other browsers and individual export adapters need their own certification. This website update did not rerun or recertify the engine release gate.

A studio that stays connected

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

Anvil Copilot

Project-aware help for creation and scripts. Durable planning is implemented; deeper conversational authoring and live planning context are still being connected.

Assistance today · broader authoring in development

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

Keep your project plan across sessions, review an imported plan, and distinguish proposed work from changes supported by project evidence. Save and recovery preserve the work itself.

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
Beyond the scene

Give your world its visual identity

We’re developing graphics workspaces for creating and refining assets alongside the game studio. Explore the visual direction, then bring supported results into your project.

In development

Shape the artwork

Vector-oriented tools for paths, shapes, and composition. Build the visual language of a game without making every asset a generated result.

In development

Refine the pixels

Sprite and image workflows for exploring an asset’s appearance. Local tools and generation research complement manual creation; availability varies by surface.

Workflow-dependent beta

Work in three dimensions

ForgeWeld brings model import, geometry, materials, animation, and output into the creation story. Additional 3D workflows are being developed and qualified separately.

Illustrations show creative directions, not application screenshots. Standalone availability, supported formats, and project integration vary by tool. This is not a claim that the entire graphics suite is released.

Our product direction

Create locally. Choose when cloud helps.

We’re building toward a complete free/local product, with full-quality export and access to your owned work independent of a subscription. Optional cloud services should add capacity and convenience.

Your machine, your workflow

Use local tools and supported models on your hardware. Local generation depends on installed models and available memory; individual providers and export targets have their own requirements.

  • Manual creation remains part of the product
  • Review assets before accepting them
  • Keep accepted work independent of its generator

Optional compute, explicit choices

Choose compatible hosted providers or bring your own API keys when useful. Third-party API charges are separate from any future PyreForge hosted credits.

  • Provider availability stays visible
  • Cloud acceleration is an optional direction
  • No hosted plan or pricing is announced here

This is the product direction, not a claim that every local workflow or desktop release is available today. Current access remains a private Chromium web beta.

The architecture underneath

Anvil Intelligence Layer

PyreForge is built on Anvil, our provider-neutral intelligence and execution architecture. More than a copilot: shared boundaries connect deterministic tools, supported local models, bring-your-own API providers, and compatible hosted intelligence to the same creative project.

Local + cloud

Choose compatible local or hosted intelligence for the work at hand, subject to available models, configured providers, and your permissions.

Provider-neutral

Tools, models, and providers sit behind shared execution contracts. A generation provider does not become the owner of your project state.

Project-aware

The architecture connects intelligent workflows with relevant scenes, assets, source, plans, and history—not just an isolated chat.

Reviewable execution

Execution records and artifact provenance support inspection of requested work, resolved execution, and generated results before deliberate acceptance.

These are architectural foundations, not a claim that every workflow is shipped. Availability varies by beta surface and provider. Adaptive routing and cost-optimized model selection remain research, not production capabilities.

No mystery roadmap

An honest beta boundary

Website scope reviewed October 6, 2026. The beta claims below retain their September 9 review boundary; newer focused development checks do not recertify the complete release.

Planning + Conversation

Planning implemented · integration continuing

Durable plans, reviewed Markdown import, and evidence-aware progress have passed development gates. Live conversational planning context and the complete beginner journey remain in development.

Focused acceptance is not full release certification
Blockout + Replacement

Accepted development slice

Author placeholders and preview replacing their appearance with reviewed assets. Supported replacements preserve entity identity, transforms, and gameplay bindings, with collision changes reviewed separately.

Build gameplay before final art
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 discovery, sharing, assets, and templates belong to an optional platform track. Community and distribution features are separate from the current editor release boundary.

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.

Looking ahead · concepts, not release commitments

A studio people can build on

The immediate priority is a complete game creation journey. Beyond that, we’re exploring ways for creators to learn, share, and shape what comes next.

Concept

Playable showcases

SQUISH is a proposed showcase game and Workshop: a way to explore community content made through the same public tools as first-party content.

Concept

Community creation

Curated game seasons and jams could turn shared ideas into small, coherent games. Events, dates, sponsorships, and prizes have not been announced.

Future scope

A broader creation suite

Design, fabrication, and broadcast workflows are longer-term directions. They have separate readiness gates and are outside the current game-studio release scope.

Founder-led · Founded in 2026

Built for people who want to make things

PyreForge is a founder-led startup building a game creation studio with room to grow. Our direction combines hands-on creative tools, local workflows, and optional cloud intelligence—while keeping the project at the center.

Interested in the private beta, a partnership, or the technology behind the studio? Reach the founder directly.

founder@pyreforge.dev

Bring one idea. Keep one project.

Join our Discord for private-beta access information and help shape PyreForge. The current beta targets Chromium browsers; supported generation routes may need local models or your own provider credentials.

Join the Private Beta