Browser-native 2D game engine · MVP in development

Build 2D games directly in your browser

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

Create → Preview → Export

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.

Architecture diagram · not a product screenshot

  1. 01 · Create

    Studio

    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.

  2. 02 · Preview

    Isolated playtest

    Preview is designed to validate the developing project state—not permanent release hosting.

  3. 03 · Export

    Owned releases

    Release export will provide a downloadable archive you distribute or host on your own terms.

Capabilities

Engine foundations built for precision

What the MVP is building toward—technical confidence without invented features.

In development

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.

In development

Instant Preview

Preview is designed to launch the developing project state in isolation—Preview is not a public release surface.

In development

Portable projects

Keep project data independent from a single browser tab or editor session.

Planned for MVP

Release export

Release export will provide a prepared release archive for independent distribution and hosting.

Foundation

Fast runtime path

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.

Architecture

Deterministic tooling

Explicit project formats, reproducible transformations, and verifiable output.

Ecosystem

Separate domains, clear responsibilities

Studio, Preview, and your release destination stay intentionally apart.

studio.ebal2d.com

Shape the project

Studio is being built to assemble scenes, objects, and project structure.

preview.ebal2d.com

Test every change

Preview is designed for an isolated view of the developing project state—not a storefront.

Your release destination

Own the release

Release export will provide a downloadable archive so you can choose where the finished game is distributed.

Use cases

What you can build toward

Modular 2D scenes for compact games, stories, prototypes, and persistent worlds.

Compact 2D games

Focused experiences built from portable projects and iterative previews.

Interactive stories

Scene-driven narratives with authored structure and playable checkpoints.

Gameplay prototypes

Fast loops for testing mechanics before committing to a full release build.

Persistent game worlds

Larger maps assembled from reusable tiles, objects, and project data.

Example worlds · artistic representation

Artistic representation of example 2D game worlds — forest ruins transitioning into a mountain village

Audience

Built for creators who want control

Inclusive tools for people who care about ownership of projects and releases—not a promise that game development becomes effortless.

Indie developers

Designed for shipping focused 2D projects with a clear Create → Preview → Export loop and downloadable release archives.

Programmers

Work toward explicit project formats, bounded TypeScript authoring, validated reusable-extension boundaries, and a deterministic browser-native runtime path.

Artists and world builders

Built toward composing modular scenes from tiles and objects while keeping project data portable.

First-time game creators

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

Request 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.

Open the application form

Roadmap

From foundations to public access

Where the project stands. Planned phases are not guarantees.

  1. Complete

    Project foundations

    Charter, architecture decisions, and repository foundations.

  2. Complete

    Engine research prototypes

    Prototypes that informed the browser-native runtime direction.

  3. In progress

    MVP development

    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

  4. Planned

    Private alpha

    Invite-only access once the MVP reaches the required state.

  5. Planned

    Public access

    Broader availability after private validation—timing not announced.

FAQ

Straight answers

Clear product direction while EBAL2D is in development. See the full FAQ for more questions.

What is EBAL2D?

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.

Do I need to install an editor?

The planned Studio runs in the browser, so the core editing workflow is designed not to require a heavyweight desktop editor installation.

Where does my game run while I am developing it?

Development versions run in an isolated Preview environment associated with the project. Preview is not permanent release hosting.

Does EBAL2D host my released game?

No. Release builds are downloaded as archives and are distributed or hosted independently by the project owner.

How much will EBAL2D cost?

Pricing has not been announced.

Read the full FAQ · About EBAL2D

Next step

Be ready when EBAL2D opens

Follow the project and be among the first creators considered for access to the EBAL2D MVP.

Request early access