A game engine in the making

Build small.
Think big.

mustown is a modular game engine for curious people. No black boxes, no bloat — just a clear path from idea to playable.

the mustown stack
currently teaching pixels to behave
✦
·
✳
CORE / 001
make something weird∞
make something weird
systems
worlds
ideas
everything is a module
nothing is locked in
beep boop / still alive
/ 00 — WHY MUSTOWN

Most engines ask you to learn their way of making games. mustown asks what you want to make.

scroll to explore ↓
/ 01 — THE BUILDING BLOCKS

Start with the
pieces that matter.

There's no roadmap carved in stone. These are the first few pieces on the workbench — and they're built to be swapped, remixed, and understood.

01 In progress

Application

The executable layer that brings a mustown game together and gives the engine a place to run.

good little moduleView the notes ↗
02 On the horizon

Assets

The home for textures, sprites, and the raw materials that make each world feel like its own.

good little moduleView the notes ↗
03 Sketching

Events

Small signals moving between systems so modules can respond without knowing too much about each other.

listens politelyView the notes ↗
04 In progress

Renderer

The visual layer: animation, atlases, backends, and the first pixels of the engine.

good little moduleView the notes ↗
05 Sketching

Scheduler

The timing and orchestration layer that keeps systems moving in the right order.

keeps time-ishView the notes ↗
/ 02 — DEV LOG

Small steps.
Real progress.

OCT 18, 2026 001

The first little loop

mustown can now create an entity, give it a component, and make something happen every frame. It's not much. It's everything.

Read the full entry →
/ 03 — COME ALONG

Make room for
the unexpected.

mustown is open-source, early, and a little bit unfinished. That's the fun part.

Support the build on Ko-fi to get access to the private development repository.