Build Worlds.
Keep Them True.
Nebula is Avlory's game engine, built on Rust, for every kind of game. It's where the Avlory apps meet: models from Sculpt, music from Sound, voices from Voice, code from Pulse. Its AI characters run on the player's device and know only the world you give them. Nothing is built yet: the screens below are concept mockups, and the one demo is a simulation.
- Windows
- Linux
- macOS
- iPad
- Android tablets
- Windows
- Linux
- macOS
- iPhone
- Android
- VR headsets
- Consoles, once approved
One editor, Start to Pro.
2D and 3D in one editor, with the scene on one side and the game running as its own program on the other, so a change shows up while you play. Start mode keeps it simple; Pro opens the full tools in the same project. Several people can edit one game at once, with versions from Sprout and locks on what someone is working on. Projects save as .nebula files.

Where the Avlory apps come together.
Nebula is what the other Avlory apps are built toward. Each link is optional, and each one is planned for Nebula's first build.
Sculpt
PlannedModels with a live link: save in Sculpt and see it in the game.
Pulse
PlannedWrite and debug the game's code, with Pulse's map of the project.
Sprout
PlannedVersions and merging for code, scenes and big art files.
Sound
PlannedMusic for the game, from your Sound projects.
Voice
PlannedCharacter voices, recorded by you or by actors who agreed in writing.
Photos
PlannedTextures, sprites and concept art.
Create
PlannedCutscenes and trailers, from storyboards and captures.
Tables
PlannedLive game usage in a linked table, only if you turn it on and players agree.
PennySphere
PlannedThe game's income, in one place.
UpNext
PlannedPromote the game with clips and trailers.
Waverate
PlannedLicensed music for games. The licence terms are still to be decided.
Quill
PlannedGame docs, including code docs if you connect an AI agent. Your choice, not built in.
A knight who has never heard of AI.
Nebula's AI characters run on the player's device, so they cost nearly nothing to run. Each one knows only what you write into its world: a medieval monk doesn't know what a phone is. Each character's memory loads only when that character matters, and the plan is that every line is checked before it plays and the model only suggests actions, while your game's rules decide. Try asking a medieval character something he shouldn't know.
Ask a question to see what the check catches.
A simulation: plain word matching in your browser. No AI runs here, and nothing you type leaves the page. In Nebula, the same kind of check runs on what the character is about to say, not only on the question.
Caught this time- None yet.
Words this demo knows are out of Aldric's world
Concept. In Nebula, you'd shape a character's world with a lore library, and a test bench asks your characters trick questions (out-of-world words, jailbreaks, reward tricks) before players ever do. The bench is planned for the first build. Open models with permissive licences, such as Qwen3 and SmolLM3, come bundled; the “live AI” label for your store page is your choice.

What a check can't promise
- Small models drift in long conversations. The checks reduce it; they don't remove it.
- When a line fails its checks, the character plays a line you wrote instead.
Your language, side by side.
Every language calls the same engine, so one game can mix them: gameplay in C#, a fast loop in Rust, a door in Blocks.
Rust
First buildWhat Nebula itself is written in.
C#
First buildA familiar choice for game scripting.
C++
First buildFor code you already have, and for hot paths.
Blocks
Early previewVisual blocks that run instantly in the editor and become Rust in the shipped game. Tests check both behave the same.
A new language of our own
ComingComing. More when it's ready.

Draw the scene, then play it.
Storyboards are drawn inside Nebula, in a panel that collapses out of the way. Each panel links to a camera, a trigger and the characters in it, and one step drops it into your code. Send the board to Create for the cutscene or the trailer.

Imports that say what changed.
Bring in glTF and FBX files, or link a model from Sculpt and see each save arrive. Anything Nebula can't carry over exactly is never changed silently: the import report lists it as exact, approximated (with what changed) or not supported.

Test with four players, alone.
Start a server and several players inside the editor, each its own program. Add delay and lost packets to one player's connection to see how the game copes, and see what the server shares with players and what it keeps to itself.

Ship from the editor.
Upload to Steam and itch.io from Nebula's Build screen, with publishing verified by your Avlory ID. The Epic Games Store comes in a later phase. There's no Avlory game store: your game goes where your players are.
| Where | Editor | Games |
|---|---|---|
| Windows, Linux | Planned, first build | Planned, first build |
| macOS | Planned, at launch | Planned, at launch |
| iPad, Android tablets | Planned, at launch | Planned, later phase |
| iPhone, Android phones | Not decided | Planned, later phase |
| VR (Quest, SteamVR) | Not decided | Planned, later phase |
| The browser | Not decided | Planned, after phones |
| PlayStation, Xbox, Nintendo | Not decided | Only with each console maker's approval |
Consoles need approvals we don't have yet
- Console tools are private, so Sony, Microsoft and Nintendo each have to approve Avlory as an engine maker, and approve you as a developer.
- Until Avlory's own console support is approved, a porting partner would build console versions. Nebula walks you through your own developer agreement.
- We'll mark a console as supported here only once it really is.
Free to start. Terms that stay.
Nebula is free to start. Plans and terms are announced at launch, and they follow the Engine promises.
Free to start
Plans and terms are announced at launch.
A shipped game keeps its terms
The terms a game ships under stay with that game, even if Nebula's prices change later.
Where Nebula is today.
Coming soon. The concept is approved and nothing is built yet. Nebula comes after the other Engine apps, because it reuses parts of all of them: Sculpt's renderer building blocks and Sprout's versions, for a start.
Planned for the first build
- The editor, on Windows and Linux together.
- Rust, C# and C++, with early Blocks and an early look at our own language.
- AI characters on desktop graphics cards, with the test bench.
- Storyboards, imports with the report, and the Sculpt live link.
- Multiplayer tests in the editor, and editing together with versions.
- Upload to Steam and itch.io.
Later
- Games on iPhone, Android and VR headsets, and characters on phones.
- The Epic Games Store.
- Consoles, through a porting partner and then Avlory's own support, each only once approved.
- Browser games.
No feature moves up a tier
A saved project always opens and exports.
Never locked out offline
A failed licence check never stops editing or export.
AI never changes work silently
Every AI change is a visible, undoable suggestion in the AI ledger.
Terms that stay
A shipped game keeps the terms it shipped under. All the promises
Make a Game First.
Nebula opens through the waitlist. We'll email you when it's ready on your platform.