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Egmatic

No-code 2D game editor: from first scene to published build

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Built byEegmatic-dirVlad Kovnerov

Overview

About Egmatic

Most no-code game editors solve the fun part and abandon you at the finish line. Egmatic is a no-code editor for 2D games built on the opposite bet: for a solo developer or a two-person team, the hard part is not making a prototype — it is carrying the project to a published release. So the editor is organized around the whole road from first scene to shipped game.

Game logic is assembled in a visual node editor instead of source files. Behaviors, conditions and actions connect as nodes, which means the logic of your game stays visible and editable without a programming language in between. You can read a scene like a diagram, find a bug by following the wires, and change a mechanic without hunting through code. Scenes are built with drag and drop, and a real-time preview replaces the traditional build cycle: what you change is what you see, immediately, without compiling anything.

When the game is ready, one project exports to Windows, macOS, Linux, Android, iOS and Web. Publishing to six platforms is a menu action, not a second engineering project. The same project that runs in the preview window becomes the shipped build, which keeps the distance between a playable demo and a released game as short as possible.

Under the surface, the editor is deliberately honest about your data. A project is a set of clean, versioned JSON contracts, and the runtime that plays the final game is a separate engine built on .NET 9 and MonoGame. Practically, this means a finished game is never locked inside the tool that made it: the data is readable, diffable in version control, and portable to other tooling. If you ever outgrow the editor, your work is not trapped inside it.

The roadmap continues in the same direction. The next milestones — player accounts, cloud saves and leaderboards — are designed to arrive as ready-made services, so an indie developer can add live features to a shipped game without writing, deploying or hosting a backend. The infrastructure question, the one that quietly kills hobby projects after launch, is the product's problem rather than yours.

The editor itself is being built AI-native. AI assistance inside the editor is on the roadmap, and the JSON-first architecture is prepared for it from day one: because a scene is readable data rather than a binary blob, automation and external tools can work with the project directly.

During early access Egmatic is completely free, and solo developers and small teams can join on the site.

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Project details

StatusScheduled
Launch typefree
Launch weekMon, May 17 – 24 Mon, 2027
PricingFree
Total votes0

Maker

egmatic-dirVlad Kovnerov

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