Hearth
An AI-native 2D game engine — a real editor for humans, and the whole engine as commands your coding agent already knows how to use.
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Hearth is a real engine, not an AI game generator. Humans get a normal visual editor. Coding agents (Claude Code, Codex, OpenCode with local models, any MCP client) get the entire editor surface as structured, validated, permission-checked commands, and they arrive already knowing how to use it: a per-project skill teaches the working loop and game-feel craft, headless playtests and screenshots let an agent prove its work runs, and every command lands in a disk-backed journal you can read and revert. No AI runs inside the engine, nothing needs an API key or a cloud account, and your project is a folder of readable JSON, scripts, and assets on your own disk.
Human ──▶ Editor UI ──┐
├──▶ one shared command system ──▶ project files
Agent ──▶ CLI / MCP ──┘ (validate · execute · diff) scenes · scripts · assetsThe connection is plumbing; the point is the loop it enables. An agent
snapshots the project, inspects what's there, builds a level, wires input,
writes behavior scripts, imports and slices art, runs a deterministic headless
playtest to check it actually works, and hands you a structural diff to review
in the editor, all without guessing at file formats. You stay in charge:
permission modes gate what agents may touch, every session can be snapshotted,
diffed, and reverted, and every command any agent runs, whether from the CLI,
MCP, or the editor's embedded terminal, is journaled (hearth log, or live in
the editor's Agent panel).
Coding with your agent in minutes
The fastest path, no build step:
1. Get Hearth. Download the desktop app (macOS/Windows/Linux), or grab the two standalone agent files (Node 20+):
curl -LO https://github.com/echoo19/hearth/releases/latest/download/hearth-cli.mjs
curl -LO https://github.com/echoo19/hearth/releases/latest/download/hearth-mcp.mjs2. Scaffold a game. hearth init (or node hearth-cli.mjs init) writes a
small playable project (a scene with a camera, ground, and a player that
already falls and lands) plus an AGENTS.md and a project skill any agent
that visits will read:
node hearth-cli.mjs init "Star Catcher" --template platformer3. Point your agent at it. In the desktop app, open the project, focus the
Agent panel, and type claude, codex, opencode, hermes, or another agent
command. The terminal starts at the project root with hearth already on PATH.
MCP is optional; connect it by hand when you want typed tools:
claude mcp add hearth -- node $PWD/hearth-mcp.mjs --project $PWD/star_catcherThen describe the game. The agent calls get_agent_instructions, follows the
snapshot → inspect → edit → validate → playtest → diff loop from its skill, and
hands you changes to review. Per-agent walkthroughs:
Claude Code, Codex,
OpenCode + Ollama (local models),
Hermes, and
any MCP client or CLI.
4. See it and ship it. Open the folder in the editor, press Play, then
hearth export web --zip --allow build for an itch.io-ready build or
hearth export desktop --allow build for a native app. See the
Quickstart for the full
ten-minute version.
Related MCP server: Unity-MCP-Vibe
What's in the engine
Runtime. A fixed-timestep, deterministic 2D runtime: sprites and spritesheets, tilemaps with auto-generated colliders and 47-blob autotiling, text, 2D lighting, polylines, deterministic particles, sprite animation plus animation state machines, gamepad input with analog virtual axes, camera effects (shake/flash/fade/zoom punch), a screen-space post-processing stack (bloom/CRT/vignette/chromatic-aberration/pixelate/color-grade, up to 8 stacked) plus per-sprite outline/hit-flash/dissolve effects, and screen-space game UI with layout containers, sliders, toggles, and focus navigation. Physics covers mass, restitution, friction, named collision layers, one-way platforms, and box/circle/convex-polygon colliders. Audio includes sound effects, procedural synthesis, and a streamed music channel that survives scene switches. The same runtime runs in the editor preview, headlessly in Node, and in exported games, including every post-processing/sprite effect. See docs/effects.md.
Scripting. Lua by default (sandboxed, seed-deterministic), JavaScript
equally supported, both against the same ctx API: timers, tweens, seeded RNG,
pub/sub events, math helpers, grid pathfinding, camera control and effects,
per-sprite hit-flash, animation state machine control, UI focus, save data, and
scene switching for building your own menus. hearth inspect api prints the
whole surface, the editor's Code panel autocompletes off that same reference,
and check-script syntax-checks a draft before you save it. See
docs/scripting.md.
Editor. A dockable workspace: scene view with tilemap paint tool and
direct-manipulation transform handles, hierarchy with "Save as prefab", a
schema-driven inspector (typed pickers and enum dropdowns for every field, no
raw JSON textareas), an Animator editor for state-machine assets, an asset
browser with spritesheet slicing and whole-folder drag-drop import, live
preview with Pause/Step, a Code panel, a read-only Live runtime inspector,
console, Input and Game Settings panels, undo/redo with a history panel, a
plain-language Checkpoint/Review/Changes loop for agent sessions, and an
Agent panel: a real embedded project terminal where you run your own agent
CLI, with hearth already on PATH, a live activity timeline, and
Checkpoint/Review/Revert one click away (see
docs/agent-panel.md). The editor
live-follows changes from any external agent session, whether CLI, MCP, or
another editor, reloading automatically instead of going stale, and its local
project server enforces Origin/Host on every request. Runs in the browser during
development or as a packaged desktop app (see docs/editor.md).
Agent tooling. The hearth CLI wraps every command with --json
envelopes, including undo/redo/history and log (the disk-backed command
journal). Property writes validate the full dot-path against the component's
real schema, with a did-you-mean suggestion on a typo instead of silently
corrupting the write. The engine's command registry has 76 commands; the
MCP server exposes 78 typed tools with per-session permission modes:
75 wrapping a core command, plus screenshot, capture, and
get_agent_instructions.
Playtests script input (including gamepad axes and pointer drags) and assert on
game state, events, particles, audio, camera effects, post effects, and UI
focus, entirely headless and CI-friendly. hearth screenshot renders real
frames through headless Chromium so agents can see their own work. See
docs/cli.md and docs/mcp.md.
Prefabs. Reusable, live-linked entity templates: serialize a subtree into a
prefab asset, place instances, edit an instance and the change records as a
per-instance override automatically, push a change back and every other
instance auto-syncs (merging each instance's own overrides rather than
discarding them), or revert one field/component/instance. CLI, MCP, and editor
all the way through; scripts spawn prefabs live with ctx.scene.spawnPrefab.
See docs/prefabs.md.
Export. hearth export web produces a static, self-contained build (one
folder, one HTML file, or an itch.io zip) that boots straight into your first
scene. hearth export desktop wraps the same build in a hardened Electron
shell and zips a native app per platform (macOS arm64/x64, Windows, Linux). No
engine splash, no branding, nothing of Hearth's chrome ships in your game. See
docs/export.md, docs/ship-web-hosting.md,
docs/shipping-to-itch.md, and
docs/ship-desktop.md.
Procedural placeholders. Agents can create deterministic SVG sprites and WAV sound effects through commands, so a game is playable and audible before any real assets exist. Real art, sound, music, and fonts come in through the same asset pipeline: import, probe, slice, animate.
Status
Hearth is at v1.0.0, the production release — no longer a developer
preview. The whole loop works end to end: project model, editor, runtime
preview, CLI, MCP, headless playtests, diff review, and web and desktop
export. Scripts have modules: they can require() each other in both Lua and
JavaScript; a library is just a script that returns a table or exports an
object, and hot-reload recompiles whatever depended on the file you changed.
The Agent panel has its own full-height dock on the right beside the
Inspector. It opens a project shell directly; a compact first-project guide
explains how to type an agent command and can be dismissed. The Activity
timeline collapses under the terminal. The
roadmap keeps an honest list of what's next.
Install
Desktop app. Grab it from the
latest release: macOS
(Hearth-mac-arm64.dmg / Hearth-mac-x64.dmg), Windows
(Hearth-win-x64.exe), Linux (Hearth-linux-x86_64.AppImage /
Hearth-linux-amd64.deb). On macOS, first launch is right-click → Open (macOS
14 and earlier) or System Settings → Privacy & Security → Open Anyway (macOS
15+); if macOS claims the app is damaged, run xattr -cr /Applications/Hearth.app
(desktop builds are ad-hoc signed, not notarized yet, see
docs/desktop-app.md).
Agent tools, no install. The CLI and MCP server ship as single files that only need Node 20+:
curl -LO https://github.com/echoo19/hearth/releases/latest/download/hearth-cli.mjs
curl -LO https://github.com/echoo19/hearth/releases/latest/download/hearth-mcp.mjs
node hearth-cli.mjs --help
claude mcp add hearth -- node $PWD/hearth-mcp.mjs --project <your game>The same two files are bundled inside the desktop app, and the editor's agent-setup panel shows their exact paths ready to copy.
The agent loop by hand
The workflow agents are taught is pleasant to run yourself:
alias hearth="node $PWD/packages/cli/dist/main.js"
cd packages/examples/mini-platformer
hearth snapshot # checkpoint for review
hearth inspect scene "Level 1" --json # what's here?
hearth create entity "Level 1" Gem \
--position 620,300 --tags coin \
--components '{"SpriteRenderer":{"shape":"diamond","color":"#9b59b6","width":20,"height":20},"Collider":{"shape":"circle","radius":12,"isTrigger":true}}'
hearth attach script "Level 1" Gem scripts/coin-pickup.js
hearth validate --json # schema + reference checks
hearth test # headless playtests
hearth diff # what changed, human-readable
hearth revert --confirm # undo the whole sessionPermission modes from --mode read-only up to --mode all control what an
agent may do; see docs/mcp.md.
Documentation
Organized as a journey: get started, build, script, ship, connect an agent, reference.
Get started | |
Install → first game in ten minutes | |
Electron packaging, native folder dialogs | |
Chrome, shortcuts, transform handles, Code/Live/Animator panels | |
Build | |
All component types and their defaults | |
Reusable templates, live-link merge sync, | |
Import (incl. bulk/folder), spritesheets, animations, music, fonts | |
| |
Actions, keyboard, gamepad, virtual axes | |
Widgets, layout, focus navigation | |
Script | |
Lua and JS, the full | |
Ship | |
Web (static/single-file) and desktop (Electron, signing) builds | |
Your own domain, static hosts, iframe embeds | |
Web zip upload, desktop channel zips, butler | |
Unsigned-build honesty: Gatekeeper, SmartScreen, signing | |
Agents | |
Embedded terminal, subscription safety, external-change model | |
How agents should operate, and why | |
Every command, plus the JSON envelope | |
Connecting agents, permission modes | |
Project shell + manual MCP setup | |
| |
Local models, end to end | |
Running a Hermes model against Hearth | |
Canonical MCP config + shell-only loop | |
Reference | |
Every file, every schema | |
Packages, command system, data flow | |
Benchmark harness, published numbers | |
What's next, and what's honestly missing | |
Dev setup and the AI contribution policy | |
Report a bug, request a feature, ask a question |
Design principles
The engine works without AI. Agents are a first-class client, but nothing in the engine depends on them.
One command system. If it isn't a registered command, neither the UI nor agents can do it, so capabilities stay legible and auditable.
Humans stay in charge. Permission modes gate what agents may touch, snapshots and structural diffs make every agent session reviewable and revertible, and playtests make "it works" checkable.
Local-first, readable files. Projects are JSON you can diff, art you can open in anything, and plain Lua or JavaScript scripts.
Contributing & building from source
Requires Node 20+.
git clone https://github.com/echoo19/hearth.git && cd hearth
npm install
npm run build:packages # core → runtime → playtest → shipping → templates → cli → mcp-server
npm test # full suite, headless
npm run typecheck # vitest does not typecheck; run this too
npm run dev # editor at http://localhost:5173Open an example from the launcher (try Mini Platformer) and press Play
(arrows/WASD to move, Space to jump). For the desktop app, npm run app
launches it and npm run app:dist packages an installer; see
docs/desktop-app.md. Eleven example projects live in
packages/examples, every one generated through the command system itself and
covered by playtests in CI. They double as reference projects for everything
the docs describe. Ground rules and the AI contribution policy are in
CONTRIBUTING.md.
License
MIT. Dependencies are all open-source-friendly: zod, commander, PixiJS, React, wasmoon, and the MCP SDK.
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