BigBrain LLC

Godspeed · the engine

A game engine editor that respects the data you already have.

Godspeed is a game engine and the editor you build in — a sparse-voxel and glTF content pipeline, visual scripting that compiles to native code, and an editor designed from the first commit to be shared the way a document is. Open a glTF, voxelize one part, sculpt and paint it with brushes you can tell never to break or fuse the shape, then export — and every byte you did not touch comes out exactly as it went in. It is also the base of the BigBrain line: every AI extension — ash, alice, conjure, boltzmann — plugs into this engine.

$10/month — Founders keep this price forever. Price doubles at 1.0.
Buy godspeed
Checkout by Stripe. Your license key arrives by email within a minute. Want extensions with it? Stack them cheaper on one subscription.
The godspeed engine scene view: a glTF duck model in the viewport with selection wireframe, next to the scene tree, transform panel with vertex and triangle counts, and the console
The scene view: glTF models, transforms, and the console.
The godspeed asset editor: a voxelized glTF part ready for sculpting, with the brush toolbar above the viewport and the inspector showing voxel resolution, undo history, and brush radius and strength
The asset editor: voxelize a part, sculpt it with brushes.

What it does

An engine, not just a tool

A deterministic fixed-tick loop that never reads a clock, so a run replays exactly. A GPU layer written on Vulkan and Metal simultaneously rather than ported from one to the other. glTF import behind an untrusted-asset boundary. One licence verifier shared by all five products instead of five that drift apart.

Visual scripting

Wire logic as node graphs that compile through our native toolchain — the same language our own tools are written in, running at native speed. It ships today as its own graph app; wiring it into the editor’s own surface is on the roadmap.

Built to be edited together

The engine’s networking, its lease arbiter and its presence roster are built and tested: five channels over three transports, and leases taken on intent, where being refused names the person holding it instead of blocking you. What is not done is the part you would see — the editor does not draw another person’s cursor yet, and a session is loopback-only with no TLS. This is the shape the whole engine was designed around, not a bullet added late.

Brushes that cannot break your model

Every sculpt brush has a mesh-breaking mode: Free, Resist, Never, or Heal. On Never the shape’s topology cannot change at all — sculpting between a model’s fingers will not fuse them, and carving cannot punch an accidental hole. Resist makes a wall give way only after you lean on it, so deliberate tunnels feel like pushing through clay. We know of no other sculpting tool that offers this.

Voxel sculpt & paint over glTF

Pick a part, voxelize it, and sculpt — add, carve, smooth, flatten, paint, with full undo. Brushes ride the real surface rather than snapping to voxel centres, and sculpting past the model’s bounds just grows the volume. The sparse-voxel engine and the glTF ⇄ voxel abstractor are built in.

Byte-preserving glTF export

Sculpt one part and the rest of the file is untouched — buffers, extensions, vendor extras, all verbatim. Diff it and see only your edit.

Materials that survive voxelization

A four-slot palette of real PBR materials, sampled triplanarly so they work on a remeshed surface with no UVs. A voxelized part keeps the look it arrived with, so carving into it exposes its material instead of turning it debug grey.

The base for every plugin

Ash, alice, conjure, and boltzmann all run as extensions on this engine — one install, one surface, each unlocked by its own license key.

What you get

Alpha software, honestly labeled. Godspeed is pre-1.0: sculpting, painting, materials, byte-preserving export and the visual scripting graph work today. Project save/load, live collaborative editing in the editor, and exporting a finished game to run standalone are the roadmap — the collaboration and networking substrate is built and tested, but the editor does not use it yet, so treat it as coming rather than here. Expect the occasional broken thing for now — we fix it in the upcoming releases. That is the founders deal: support us early, get it cheaper, keep that price forever, and shape what gets built next.

FAQ

What are the system requirements?
Linux x86_64 with a Vulkan-capable GPU. macOS (Metal) support is in active development — your same key will activate there the day it ships.
Can I move my license between machines?
Yes, freely. Enter your key on the new machine and go — no device limits, no per-platform SKUs. Your license follows you, not your machine.
What if it’s not for me?
Email us within 14 days of your first charge and we refund it, no questions asked — see the refund policy.
Is my work mine?
Yes, 100%. Everything you make with the engine is yours; we claim nothing and the engine does not phone home beyond license activation.

Deeper dive: the godspeed documentation.