Scenes
Build in a docked 3D viewport, pick entities, move the camera, and edit transforms with proper gizmos.
Built in-house
The engine and editor we use to make Signal Spike games.

Spectre is where we build the game: scenes, assets, terrain, debugging, and the running game itself.
It is used across our current projects. When a game needs a new tool or system, we add it to the engine and keep working.
Build in a docked 3D viewport, pick entities, move the camera, and edit transforms with proper gizmos.
Browse the project, inspect materials, and keep scene references tied to the assets they use.
Run the game from the editor, inspect live state, and get straight back to the scene.
A game engine should make the game easier to finish.
Spectre grows alongside the games. We build what a project needs, use it right away, and keep the code small enough to understand.
That lets us carry working tools from one game to the next without forcing every game into the same shape.
C++ raylib Dear ImGui ImGuizmo
Spectre remains an internal tool with no public download. You can follow its development through the games made with it.
Our games