Built in-house

Spectre Engine

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.

Used forCurrent Signal Spike games
RuntimeModern C++ / raylib
EditorDear ImGui / ImGuizmo

The editor

Scenes

Build in a docked 3D viewport, pick entities, move the camera, and edit transforms with proper gizmos.

Assets

Browse the project, inspect materials, and keep scene references tied to the assets they use.

Play

Run the game from the editor, inspect live state, and get straight back to the scene.

Why it exists

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

Inside Spectre

Scenes
Entities and components, hierarchy, reusable scene pieces, and serialization.
Rendering
Cameras, materials, lighting, post-processing, and debug views.
Worlds
Terrain editing, object placement, and tools for building environments.
Production
Project assets, console output, build targets, and run controls.

See what it builds

Spectre remains an internal tool with no public download. You can follow its development through the games made with it.

Our games

Email Signal Spike Games

Press, projects, or collaboration.