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A game engine for game jams

Griff is a 2D game engine and editor, written in C#. It aims to be the shortest path from an idea to something people can play by Sunday night, with an editor that just works.
Griff's editor with the Platformer template open: the Hierarchy, the Scene view with the player selected and arrows to what its fields name, and the Inspector showing its components.

Most engines make you stop the game to change it, lose your changes when play mode ends, and break undo in creative ways. Griff is built around a few promises.

Griff's script editor with the Arcade template's Ship script open, and the component it makes beside the code.

The game keeps running while you change it

Save a C# script and every instance of it is swapped in the running game within a moment. Public properties carry over and the game doesn’t restart; a compile error leaves the last good version running and points at the line.

Painting the Isometric template's courtyard: the tile palette, brush, rectangle and fill tools over the Scene view.

Levels painted in the Scene view

Tilemaps square, isometric or hex, in layers, with autotiles and slopes, painted with a brush, rectangles and fills. Prefabs, sprites drawn in the Sprite Painter and sounds made in the Sound Maker, all without leaving the editor.

Rewind, breakpoints and stepping

Griff keeps the last 20 seconds of play: drag back to just before the bug, tweak something and resume. Breakpoints cost nothing, a script that throws stops at the line that threw, and you step a line at a time into the next frame.

Undo covers everything, and play can't hurt your work

Every change goes through one undo history, even across a script reload. Play runs on a copy of the scene; Stop puts everything back, and Keep Play Changes copies the values you found while playing into your scene.

Build with an agent

While it’s open, the editor serves the Model Context Protocol, so an agent like Claude Code can build games with it. Every command, component, window and panel is a tool, and anything added later shows up by itself.

The same game on every machine

The game moves in fixed steps whatever the screen’s frame rate, and is drawn smoothly between them: smooth on a 144 Hz screen, and the same input gives the same result anywhere.

Multiplayer for every kind of game

Host or join over the local network or the internet, or run a dedicated server. Each player moves their own character at once, and Griff’s components work for every player, from platformers to strategy.

One click to ship

Build Game makes a single .exe that carries everything, .NET included, so players install nothing. Build Small Game makes a 4 MB one for players who have the .NET Desktop Runtime.

Every template is a whole game, playable and audible from the first second, and every one is playable right here: click a card to open it and play in your browser. In Griff’s editor you pick one in New Project and change it into yours, and Build for Web exports your own game the same way.

Games start when you click them, so this page stays light, and sound starts with your first click or key. Network play isn’t available on the web; each game’s page says what it takes and how it plays. All games

Griff is open source under the MIT License. Its code and issues are on GitHub, and every release is on the Releases page.