Game engine / In development

Spectre Engine

A native C++ game engine and editor built around a short path from scene work to a running game.

Spectre brings scene composition, assets, terrain, debugging, and build/run into one editor. The focus is direct control, a small dependency surface, and tools that stay out of the way.

RuntimeModern C++ / raylib
EditorDear ImGui / ImGuizmo
TrackActive development

01 / Philosophy

Minimal, not bare.

01

Performance first

Native code, lean runtime systems, and predictable data flow where frame time matters.

02

Explicit control

Clear module boundaries and visible state instead of hidden project behavior.

03

Editor first

Scene work, inspection, assets, and build/run belong in the same daily loop.

C++raylibDear ImGuiImGuizmoEditor-first toolingMinimal dependencies

02 / Editor

The whole project in view.

Scene

Compose

A docked 3D viewport with entity picking, camera controls, and translate, rotate, and scale gizmos.

Project

Organize

Hierarchy, Inspector, Project, Tools, and Console panels keep scene state, assets, and debugging connected.

Runtime

Run

Build and launch from the editor, then return to the scene without breaking the work loop.

03 / Production pipeline

Import to build.

01
Import
Bring models and project assets into the content browser.
02
Catalog
Keep project assets organized and references stable as work moves.
03
Compose
Build scenes from models, primitives, lights, terrain, and reusable assets.
04
Build / Run
Choose a target, launch the game, and return to editing.

04 / Roadmap signals

Where the work is going.

Core

Project structure, build targets, logging, profiling, and the update loop.

Scenes

Entity and component ergonomics, reusable composition, serialization, and diffs.

Assets

Importers, durable references, metadata, and the project asset database.

Editor

Docking, scene tools, gizmos, content browsing, terrain, and inspection.

Current track

In active development.

Spectre Engine is being developed as an internal editor and runtime. There is no public build or release date yet.

All tools

Email / Signal Spike Games

Get in touch.

Press, project, and collaboration inquiries are welcome.