Browser-based Studio
Studio is being built so creators can manage a 2D project without a heavyweight desktop install. Studio stays a separate origin from Preview and the public website.
Browser-native 2D game engine · MVP in development
EBAL2D is a browser-native 2D game engine and creation platform designed for building, editing and testing interactive 2D worlds in Studio, validating them in an isolated Preview, and exporting release archives you distribute yourself.
Active development — joining Early Access does not guarantee an invitation. Learn more in the FAQ.
Interface concept · not a live Studio capture
Product
The intended product loop across separate origins: author in Studio, playtest in Preview, then download a release you host and distribute yourself. Studio, Preview, and export are still being built and are not publicly available.
studio.ebal2d.com
Studio
preview.ebal2d.com
Preview
Your destination
Export
Architecture diagram · not a product screenshot
01 · Create
Studio is being built around structured Events → Conditions → Actions plus a bounded TypeScript path, with a direction for validated reusable extensions, alongside scenes and project structure.
02 · Preview
Preview is designed to validate the developing project state—not permanent release hosting.
03 · Export
Release export will provide a downloadable archive you distribute or host on your own terms.
Capabilities
What the MVP is building toward—technical confidence without invented features.
Studio is being built so creators can manage a 2D project without a heavyweight desktop install. Studio stays a separate origin from Preview and the public website.
Preview is designed to launch the developing project state in isolation—Preview is not a public release surface.
Keep project data independent from a single browser tab or editor session.
Release export will provide a prepared release archive for independent distribution and hosting.
The verified internal path carries bounded creator logic through compilation, core 2D gameplay systems and a validated versioned-extension boundary into Preview, with accepted production asset-streaming, deterministic parallel-execution, debugger and profiler, and project-specific optimization foundations. These are internal engineering milestones, not universal performance guarantees. Broader authoring, asset-management UX and release workflows remain in development.
Explicit project formats, reproducible transformations, and verifiable output.
Ecosystem
Studio, Preview, and your release destination stay intentionally apart.
studio.ebal2d.com
Studio is being built to assemble scenes, objects, and project structure.
preview.ebal2d.com
Preview is designed for an isolated view of the developing project state—not a storefront.
Your release destination
Release export will provide a downloadable archive so you can choose where the finished game is distributed.
Use cases
Modular 2D scenes for compact games, stories, prototypes, and persistent worlds.
Focused experiences built from portable projects and iterative previews.
Scene-driven narratives with authored structure and playable checkpoints.
Fast loops for testing mechanics before committing to a full release build.
Larger maps assembled from reusable tiles, objects, and project data.
Example worlds · artistic representation
Audience
Inclusive tools for people who care about ownership of projects and releases—not a promise that game development becomes effortless.
Designed for shipping focused 2D projects with a clear Create → Preview → Export loop and downloadable release archives.
Work toward explicit project formats, bounded TypeScript authoring, validated reusable-extension boundaries, and a deterministic browser-native runtime path.
Built toward composing modular scenes from tiles and objects while keeping project data portable.
Learn a structured browser workflow, including event-based game logic as a product direction—understanding game concepts still matters, and programming may still be part of the craft.
Early Access
Be considered for the first MVP invitations. Submitting a request does not guarantee selection.
MVP in development
Email, occupation, and intended use — no payment. Read the Privacy Policy before you apply.
Roadmap
Where the project stands. Planned phases are not guarantees.
Charter, architecture decisions, and repository foundations.
Prototypes that informed the browser-native runtime direction.
Core product integration is underway. Accepted runtime, rendering, Preview, Studio, compilation, creator-logic, gameplay, versioned-extension, production asset-streaming and deterministic parallel-execution foundations now include accepted debugger and profiler foundations plus project-specific optimization foundations. Broader authoring, asset-management UX, release export and private-alpha readiness remain in development.
Current focus · Integrating and hardening the Studio and runtime foundations
Invite-only access once the MVP reaches the required state.
Broader availability after private validation—timing not announced.
FAQ
Clear product direction while EBAL2D is in development. See the full FAQ for more questions.
EBAL2D is a browser-native 2D game engine and creation platform for building, editing and testing interactive 2D worlds. It is currently in active development.
The planned Studio runs in the browser, so the core editing workflow is designed not to require a heavyweight desktop editor installation.
Development versions run in an isolated Preview environment associated with the project. Preview is not permanent release hosting.
No. Release builds are downloaded as archives and are distributed or hosted independently by the project owner.
Pricing has not been announced.
Next step
Follow the project and be among the first creators considered for access to the EBAL2D MVP.
Request early access