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About

About EBAL2D

What is EBAL2D?

EBAL2D is a browser-native 2D game engine and creation platform for building, editing and testing interactive 2D worlds. The public website explains the product and collects Early Access interest while the MVP remains in active development.

Product philosophy

EBAL2D separates authoring, playtesting, and release distribution. Creators should keep control of their project data and downloadable release archives rather than treating a temporary preview host as permanent publication.

What “browser-native” means here

The planned creation workflow is designed to run in the browser: Studio for authoring and Preview for isolated playtests. That does not mean every release must be hosted by EBAL2D. Exported builds are intended to be downloadable archives you distribute yourself.

Website, Studio, Preview, and export

  • ebal2d.com — public marketing website and Early Access entry.
  • studio.ebal2d.com — browser editor origin for shaping projects.
  • preview.ebal2d.com — isolated development preview runtime, not permanent release hosting.
  • api.ebal2d.com — platform API for services such as Early Access.
  • Export — planned downloadable release archives owned and distributed by the creator.

Who it is for

Indie developers, programmers, artists and world builders, and first-time creators who want a structured browser workflow. Understanding game concepts still matters, and programming may still be part of the craft.

Current status

EBAL2D is currently in active development (MVP in development). Accepted internal Studio, Preview, compilation, creator-logic, core 2D gameplay, versioned-extension, production asset-streaming, deterministic parallel-execution, debugger and profiler, and project-specific optimization foundations exist, but Studio, Preview, and export are not publicly available. Joining Early Access does not guarantee an invitation or a release date.

Official availability updates will be published on this website. See the FAQ for concise answers, or request early access when applications are available.

Engineering progress Project-specific optimization foundations are accepted

EBAL2D has progressed from runtime, rendering, Preview, Studio, creator-logic, gameplay, versioned-extension, production asset-streaming and deterministic parallel-execution foundations into accepted debugger and profiler foundations and project-specific optimization foundations. These remain internal engineering milestones: creator-facing debugger and profiler UI is not publicly available, and project-specific optimization is not a universal performance guarantee. Broader creator workflows, export and public access are still under development.

Follow the development log

Implemented and verified

  • asset identity, lifecycle, and deterministic texture residency;
  • owned texture upload, release, and invalidation;
  • minimal textured WebGPU rendering;
  • internal Preview and initial Studio/project-loading foundations;
  • project compilation into the accepted runtime/Preview boundary;
  • bounded structured visual-logic and TypeScript source paths;
  • core 2D gameplay foundations: spatial transforms, bounded input, deterministic motion, simple collision, and orthographic camera presentation;
  • deterministic gameplay ordering and lifecycle guarantees on the accepted path;
  • validated declarative, versioned extension boundary on the accepted product path;
  • production asset streaming with policy-controlled admission, residency budgets, deterministic eviction and Preview composition;
  • deterministic parallel execution for eligible work, with bounded scheduling and capability-aware fallbacks;
  • debugger and profiler foundations for the accepted runtime path;
  • project-specific optimization foundations for eligible project and profile combinations;
  • portable automated verification and bounded real-browser evidence.

Still in development

  • complete and polished scene-authoring workflows;
  • broader Events → Conditions → Actions UX and gameplay coverage;
  • broader TypeScript coverage and scripting ergonomics;
  • complete reusable-extension authoring and distribution workflows;
  • arbitrary executable third-party plugins (intentionally out of the accepted foundation);
  • complete creator-facing asset import and management workflows beyond the accepted streaming path;
  • CDN, offline cache, and remote catalogue delivery;
  • saving, persistence, undo/redo, and autosave beyond accepted boundaries;
  • debugging and profiling UI;
  • multi-window and multi-monitor Studio behavior;
  • complete Studio-to-Preview product experience;
  • public marketplace, moderation, and hosted benchmark services;
  • public Preview hosting or sharing;
  • downloadable release export;
  • private-alpha readiness;
  • production readiness.
Technical milestone

Stage 18 · Project-specific optimization foundations

Accepted as an internal engineering milestone; not a universal performance guarantee. Creator-facing debugger and profiler UI and public product access are not yet available.

EBAL2D

A browser-native 2D game engine and creation platform for interactive 2D worlds.

MVP in development

Explore

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  • FAQ
  • Ecosystem
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  • Telegram development log

Service domains

  • ebal2d.com Website
  • studio.ebal2d.com Studio
  • preview.ebal2d.com Preview
  • api.ebal2d.com API

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