Nebula · game engineComing soon

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.

Editor
  • Windows
  • Linux
  • macOS
  • iPad
  • Android tablets
Games
  • Windows
  • Linux
  • macOS
  • iPhone
  • Android
  • VR headsets
  • Consoles, once approved
All planned. When each one comes
01 · The editor

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.

Concept mockup of the Nebula editor: a village scene on the left, the game running beside it at 144 frames a second, and the Player's inspector with a jump height that just changed. The console says player.rs reloaded in 0.41 seconds while the game kept running.
Concept mockup from the approved Nebula concept, not the product. Nebula isn't built yet, so nothing on it is measured.
02 · Connected apps

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

    Planned

    Models with a live link: save in Sculpt and see it in the game.

  • Pulse

    Planned

    Write and debug the game's code, with Pulse's map of the project.

  • Sprout

    Planned

    Versions and merging for code, scenes and big art files.

  • Sound

    Planned

    Music for the game, from your Sound projects.

  • Voice

    Planned

    Character voices, recorded by you or by actors who agreed in writing.

  • Photos

    Planned

    Textures, sprites and concept art.

  • Create

    Planned

    Cutscenes and trailers, from storyboards and captures.

  • Tables

    Planned

    Live game usage in a linked table, only if you turn it on and players agree.

  • PennySphere

    Planned

    The game's income, in one place.

  • UpNext

    Planned

    Promote the game with clips and trailers.

  • Waverate

    Planned

    Licensed music for games. The licence terms are still to be decided.

  • Quill

    Planned

    Game docs, including code docs if you connect an AI agent. Your choice, not built in.

03 · Characters

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.

World boundary

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.

Concept mockup of the character test bench for Brother Aldric: 46 tests, 43 passed, 2 caught by the filter, 1 failed. The failed test asked who won the 2022 World Cup; his draft named Argentina and the World Cup, was blocked before it played, and a written line played instead: I know naught of such contests, traveller.
Concept mockup of the test bench, not the product.

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.
04 · Languages

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 build

    What Nebula itself is written in.

  • C#

    First build

    A familiar choice for game scripting.

  • C++

    First build

    For code you already have, and for hot paths.

  • Blocks

    Early preview

    Visual 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

    Coming

    Coming. More when it's ready.

Concept mockup of Nebula's Code view: a Blocks script for the chapel door, with when the player enters the trigger, if the quest is done, play the door animation and have Aldric speak, otherwise show a hint. Beside it, the same logic as the Rust it becomes when shipped, and a same-behaviour test showing 12 of 12 match.
Concept mockup of a Blocks script and the Rust it becomes, not the product.
05 · Storyboards

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.

Concept mockup of a six-panel storyboard along the bottom of the editor. Panel 3, a close-up of a barred chapel door, is drawn on top of the camera's view, linked to a camera, a trigger, Brother Aldric and a knock sound, with a Use in code button and a link to the cutscene in Create.
Concept mockup of a storyboard, not the product.
06 · Imports

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.

Concept mockup of Nebula's Import view: a knight model updated from Sculpt through the live link, and an import report for a village file listing 214 items exact, 2 approximated with what changed, and 1 not supported with a way to rebuild it.
Concept mockup of the import report and the Sculpt live link, not the product.
07 · Multiplayer

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.

Concept mockup of a multiplayer test: a server view and three players in four panes. Player 2 has 120 milliseconds of delay and 2 percent lost packets, and the log notes their jump was corrected three times. A panel lists which values are shared with players.
Concept mockup of a multiplayer test, not the product.
08 · Publish and platforms

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.

WhereEditorGames
Windows, LinuxPlanned, first buildPlanned, first build
macOSPlanned, at launchPlanned, at launch
iPad, Android tabletsPlanned, at launchPlanned, later phase
iPhone, Android phonesNot decidedPlanned, later phase
VR (Quest, SteamVR)Not decidedPlanned, later phase
The browserNot decidedPlanned, after phones
PlayStation, Xbox, NintendoNot decidedOnly 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.
09 · Terms

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.

Status

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

Waitlist

Make a Game First.

Nebula opens through the waitlist. We'll email you when it's ready on your platform.

Which apps?

It helps us decide what to finish first.0 / 500