No-code game maker · runs on Godot

Craft any game. Write no code.

Draw how everything in your game behaves as states and arrows. The player, the enemies, doors, menus, cameras, even the rules of the game. Pick from 291 ready actions and press Play. 2D or 3D, on an engine written in C++ and tuned to outrun hand-written GDScript where games spend their time.

2D isometricEmberdeep · Action RPG

Not a toy

A real engine under a no-code front.

C++

Compiled engine

Every action runs as compiled C++, measured frame by frame against hand-written GDScript.

1,000

Enemies at once

A thousand enemies patrolling, chasing and attacking, at under a fifth of a millisecond a frame.

7

Full games, no code

A first-person shooter, a rally game, a bullet-hell, a platformer, an action RPG and more.

100%

Godot underneath

Your game is an ordinary Godot project in your own folder, exported with Godot's own tools.

291

Actions and checks

States inside states, parallel states, events that carry data, variables of every kind.

How it works

Everything in your game follows a map.

A state is something a part of your game is doing, like an enemy chasing, a door opening, a menu showing or a level counting down. An arrow says what moves it on. Actions do the work. On the right, the enemy that comes with StateCraft walks its map as it plays. Switch it to 3D: the same machine works in a 2D or a 3D game.

  1. I

    Start from something ready

    A ready-made hero, enemy or pickup that already works, a template, or an empty machine on any node in your scene.

  2. II

    Shape what it does

    Add states like Patrolling and Chasing, join them with events like when it sees the player, and give each one actions.

  3. III

    Press Play

    It runs at once, and the graph lights the state each character is in, so you can see why it did what it did.

Now: Patrolling

Not just characters

If it changes, it can have a machine.

Anything in your game that does one thing, then another, is a state machine, and you can put one on any node. Here are a few you will build on day one.

Doors and switches

ClosedOpeningOpen

Open when the lever is pulled, lock again when the room is cleared.

Menus and screens

TitlePlayingPausedGame Over

The whole flow of your game, from the title screen to the credits.

Cameras

FollowingBoss IntroShaking

Follow the player, cut to the boss as it wakes, shake when something hits.

The rules of a level

WaitingWaveCleared

Waves of enemies, a countdown, a score to reach, what happens when time runs out.

Traps and platforms

RestingWarningStriking

Spikes that wait for you, platforms that carry you, lava that rises.

Pickups and items

WaitingTaken

Coins, keys, health and loot, into the inventory with the right sound.

Conversations and quests

GreetingAskingThanks

Who says what, what the player can answer, and what the quest asks next.

Players and enemies

PatrollingChasingAttacking

And of course the characters, from heroes that run and jump to enemies that hunt you down.

Inside StateCraft

What you see while you make it.

These are the real panels. Everything is picked from lists and set by clicking. There are no scripts to write and no code to read. Notes and groups keep a big machine readable, for you and for whoever opens it next.

A StateCraft panel: the graph.
In the graph every box is a state, and every arrow says what moves it on. Press Play and the state each machine is in lights up.

Where it starts

Name your game. Pick a start. Begin.

StateCraft opens on its own front page. Give a new game a name, choose what it starts from, and it opens ready to make. The games you have made wait on the same page, a click away.

The StateCraft front page: New game, the manual, the action reference, and your games.
Front pageYour games on the right, one click to open.
Starting a new game in StateCraft: a name, a folder, and what it starts from.
New gameAn empty 2D or 3D game, or a finished game to take apart.
  • Start from a finished game. Open one of the showcase games as your own copy and change anything in it.
  • Your games are yours. Each is an ordinary Godot project in your own folder, and stays there if StateCraft is ever removed.
  • Help is one click away. The manual and the action reference open from the front page.
  • Made the way you will make yours. The app itself is built with StateCraft, with no code.

Learn by doing

Hundreds of working pieces to open and copy.

You never start from a blank page. Everything below comes with StateCraft. Play it, open it, see how it is made, and take what you need.

90

Recipes

Small, finished pieces of a game, each a scene you can play and read, with the states, the arrows and the actions explained on the screen.

Pause menuRebind a keyCountdown timerChange level with a fadeSecret button comboHearts for healthSave and loadA quest from a conversationGuard that sees youRooms and a minimapChaser that gives up

298

Examples

One for every action and check. Pick an action in the Add Action window, press Open Example, and watch it work on its own before you use it.

AIAnimationAudioCameraCombatInputInventoryPhysicsQuestsSave and filesUI

500+

Pages of help

A manual that walks you through making a game, and a reference with a page for every action that says what it does, when to use it, and what every setting means.

Step-by-step walkthroughsA page per actionA to Z indexGoal finder

Documentation

Every action documented. Every one.

Two books come with StateCraft. A manual takes you from your first machine to whole games, and a reference has a page for every action and check. The reference is free to read right now, and so are the recipes and the manual's contents.

Real pages from the books. Click one to read it. 172 pages in the manual, 329 in the reference.

Made with StateCraft

Seven games, not one line of code.

Every one was built from the StateCraft panel alone, and all of them come with it. Play them, take them apart and make them yours.

Real pictures from the games. Hover over one to see it move.

Emberdeep: the hero fighting in a torch-lit crypt.
Action RPG · Isometric 2D

Emberdeep

Torch-lit dungeons, skills, loot and a king at the bottom.

Handbrake Rally: the car on the start line of a snow stage.
Rally · 3D

Handbrake Rally

A stage against the clock, corners called out.

Lantern Hop: the hero on a pixel-art level with coins and a gap to cross.
Platformer · 2D

Lantern Hop

Four levels of running, jumping and dashing.

Arena: a first-person view of a warehouse arena, assault rifle in hand.
First-person shooter · 3D

Arena

Weapons, pickups and enemies that go for cover.

Swarm Break: hundreds of glowing enemies closing in on the pilot.
Twin-stick shooter · 3D

Swarm Break

Hundreds of chasers at once, each its own state machine.

Hollow Spire: the player between two enemies in a room of bullets.
Bullet-hell roguelike · 2D

Hollow Spire

Climb the spire through rooms of bullet patterns.

Mossbrook: a pixel-art village with houses, paths and villagers.
Adventure · 2D

Mossbrook

A village with conversations, quests and a cave.

Your game
next
Any genre · 2D or 3D

Your game

Start from any of them, or a hero on an empty level.

291ready actions and checks
7complete games to learn from
2D & 3Dany genre, one way of working
500+pages of manual and reference

Speed

Compiled C++ under every game you make.

The games you make with StateCraft run on its engine, written in C++ and measured against the same games written by hand in GDScript. Where games spend their time, it wins. Crowds of enemies run up to three times faster, and a character with nothing to do costs next to nothing, because crowds share work that hand-written scripts repeat for each one.

Frame cost in milliseconds, shorter is faster, against the same game written by hand in GDScript. Mac mini, Godot 4.7. The benchmarks will be published with their code, so anyone can check them.

For developers

An engine you can build on.

Advanced, and optional. New to making games? Skip this section. Every game on this page was made without a line of code.

If you do write code, StateCraft does not box you in. Your machines run on its compiled C++ core, and you extend it in GDScript with your own actions, your own checks, and new versions of the ones that ship. They sit in the same Add Action list as ours, and a newcomer on your team uses them without ever opening a script.

Write your own actions

One small script. Right-click a folder and choose Create New > StateCraft Action, and it is in the Add Action list straight away. Its settings become fields in the panel, and its comments become their tooltips.

Write your own checks

A question for a Check is one function, _check, that answers yes or no. Door locked, quest done, enough mana. Anything your game can ask.

Extend what ships

Build on any of the 291 actions and replace only the part you need. Everything you leave alone still comes from the original, compiled.

Drive machines from code

send_event, go_to, get_value, set_value, and signals when a state changes. Your scripts and your machines talk both ways.

Your code rides on C++

State changes, events, variables, timers and every built-in action run in the compiled core. A machine with nothing to do is not called at all, so your own actions add their cost and no more.

Plain Godot underneath

Machines are Godot nodes and designs are Godot resources saved as text. They live in your project and your version control like everything else.

open_door_action.gdGDScript
@tool
class_name OpenDoorAction
extends SCMachineAction
## Slide the door open.

## How far it slides, in metres.
@export var distance: float = 2.0

func _enter(m: SCMachine, index: int) -> void:
	var door := m.target as Node3D
	door.position.x += distance
	m.finish(index)

func _summary() -> String:
	return "Open door %s m" % number(distance)
A whole action. It shows up in the Add Action list as Open Door, with Distance as a field and its comment as the tooltip. The manual's last chapter covers the rest.

GDScript only. Your own actions and checks are written in GDScript. Writing your own C++ against the core is not supported.

Ready to go

Start with things that already work.

Drop them into a level and play at once. Each has its settings in the Inspector and its whole machine open to change.

Heroes

Side-on, top-down and free-roaming 3D players that run, jump and dash, with a camera that follows.

Enemies

Patrol, wander, spot you, call friends, chase, fight or shoot, take cover and flee when hurt.

Game systems

Health, items, inventory, quests, conversations, saving and loading, and changing scenes.

On screen

Health bars, a minimap, a quest log, dialogue boxes, a skill bar and menus.

Your games are yours

Make it, sell it, keep every penny.

You pay for StateCraft once. Whatever you make with it is yours to sell on Steam, itch.io or anywhere else, and we take nothing from it, now or later.

No royaltiesNot a percentage, not ever.
No revenue shareEvery sale is yours.
No runtime feesNo charge per install or per player.
No splash screenNo logo of ours in your game.
Export with Godot's own tools. Open Project > Export in the editor. Every new game comes with its Windows and macOS settings already made.
Press Export. Out comes a finished game, a program for Windows or an app for a Mac, with everything it needs inside.
Hand it to anyone. Your players install nothing else, and the game runs without StateCraft on their computer.

Early Access

Complete today. Growing every month.

StateCraft is fully featured right now, and it is still being worked on every day. Buy it in Early Access and every update on the way to full release is yours.

In your hands today

  • 291 actions and checks, each documented, each with a playable example
  • Ready-made heroes and enemies for 2D and 3D
  • Health, items, inventory, quests, conversations and saving
  • Seven complete games and 90 recipes to learn from
  • A 172-page manual and a 329-page reference
Early Access price $29.99

Rises to $49.99 at full release.

Get launch news

Questions

Good to know

Do I need to know how to code?

No. Everything in the seven games was made from the StateCraft panel, using states, arrows, actions and settings. If you do write code, you can add actions of your own in GDScript and they sit beside the built-in ones.

What is Godot, and do I need it?

Godot is a free, open-source game engine. StateCraft runs on it and comes with it set up, so there is nothing else to install. You keep all of Godot, with its editor, its 2D and 3D tools and its exports.

2D or 3D?

Both, with the same states and actions. So far there are platformers, shooters, a rally stage and an isometric RPG.

Where can my game run?

StateCraft runs on Windows and macOS. Your finished game exports to Windows and macOS, with Godot's own export tools. More places for your games to run are on the list.

Do you take royalties or a share of my sales?

No. You buy StateCraft once, and every game you make with it is yours to sell. No royalties, no revenue share, no fees per player and no logo of ours in your game. You export it with Godot's own tools, and it runs without StateCraft installed.

How much does it cost?

$29.99 while it is in Early Access on Steam, rising to $49.99 at full release. Early Access buyers get every update on the way to full release.

How do I learn it?

A full manual, a reference with a page for every action, step-by-step recipes, and the seven games to open and take apart.

Coming to Steam

Be there on launch day.

Hear first about the launch date, new videos and the first look at the store page. One email when there is something to see. Questions? Write to .