BigBrain LLC

Godspeed · the base

The google-docs-like game engine editor.

Godspeed is a native game engine built around one idea: editing a game should feel like editing a shared document — open it, work it, and (as the collaboration surface lands) work it together, live. Under that sits an engine that respects your data: open a glTF, sculpt one part in voxels, 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

A real engine core

Scenes, assets, and a native Vulkan renderer running at about a millisecond per frame on a mid-range GPU — built to ship games, not just edit assets.

Voxel sculpt & paint over glTF

Pick a part, voxelize it, and sculpt with topology-safe brushes — add, carve, smooth, flatten, paint. 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.

Visual scripting

Wire behavior as graphs that compile through our native toolchain — the same language our own tools are written in, running at native speed.

A real material palette

Materials with triplanar projection, applied as you paint — not a texture afterthought.

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, and byte-preserving export work today; visual scripting, project save/load, the live google-docs-style collaboration, and game export are the roadmap. 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.