Releases: deviverr/NEKU-Engine
Release list
Neku 2.0 — the professional pass
The engine grew up. Same cwat. >w<
Neku Studio
- Real menu bar — File / Edit / View / Project / Tools / Help. Every feature has exactly one logical home: themes live in Preferences, game settings in the new Project Settings window, no more duplicate controls.
- Boot splash with animated cwat, status bar with contextual hints, proper modal dialogs and toasts instead of browser popups.
- New shortcuts: Cmd/Ctrl+S save, +O open, +D duplicate, F2 rename, Cmd/Ctrl+1/2/3 to switch viewports.
Co-op from anywhere
- Host a session, share a 5-letter room code, teammates join from the hosted Studio, a local clone, or the desktop app — any OS, no server to run. Powered by a tiny Cloudflare relay (source in
relay/, deploy your own withnpm run relay). - Protocol v2: edits sync without re-uploading assets; assets transfer chunked and only when they change. Auto-reconnect with backoff.
- LAN/offline co-op still works:
npm run coop.
3D editing, for real
- Move / rotate / scale gizmos (W/E/R), snapping, focus-on-selection (F), orbit camera, click-select.
- Cameras and lights are now visible, pickable markers in the viewport.
- Grouped Inspector with material sliders (metalness, roughness, emissive, opacity) and an ✎ button that opens any texture straight in Paint. GLTF import supported.
Paint 2.0
- Layers, line/rect/circle/select-move tools, undo/redo, content-preserving resize up to 128×128, spritesheet frames with animated preview and onion skin.
Ship your game as a desktop app
- File → Export → Desktop apps builds runnable macOS / Windows / Linux zips with your game's name, window size, and icon — in the Studio itself, even the hosted one, with zero tooling installed. (Attached: Neku Breakout exported this way.)
- CLI twin:
node tools/export-desktop.js mygame.neku.
Downloads
NekuStudio-*.zip— the Studio for your OS (macOS: right-click → Open the first time; Linux needslibwebkit2gtk).neku-*.html— playable single-file sample exports.neku-breakout-*.zip— a sample game exported as a desktop app by the Studio.
🤖 Generated with Claude Code
Neku Engine v1.0.2 — cheatsheet fix + local sessions
Fixes the Neku Cheatsheet softlock by adding robust close paths and explicit hidden-state CSS. Adds per-client/session local storage so autosave, recents, themes, plugins, layouts, and co-op defaults are scoped to each Studio session. Rebuilt macOS/Windows/Linux Studio zips, sample exports, and GitHub Pages: https://deviverr.github.io/NEKU-Engine/editor/
Neku Engine v1.0.1 — real cwat + Pages
Rebuilt with the real cwat mascot decoded from the attached ASCII art, refreshed macOS/Windows/Linux Studio builds, regenerated sample exports, and GitHub Pages hosting for the browser Studio: https://deviverr.github.io/NEKU-Engine/editor/
Neku Engine 1.0 “cwat” >w<
First full release of Neku Engine — the ultra-lightweight 2D/3D game & app engine.
Neku Studio (for testers)
- NekuStudio-macos.zip — unzip, right-click Neku Studio.app → Open (unsigned, first launch only)
- NekuStudio-windows.zip — unzip both files to one folder, run NekuStudio.exe (needs WebView2, preinstalled on Win 10/11)
- NekuStudio-linux.zip — unzip,
./neku-studio(needs libwebkit2gtk)
Playable samples (single-file exports)
- neku-arcade.html — 3D room, clickable CRT slot machine, post-FX (~1 MB)
- neku-breakout.html — complete 2D physics game in 52 KB
- matching .zip files are itch.io-ready uploads
What's inside
2D+3D scenes with Screen3D click-through · 2D arcade + 3D rigid-body physics (cannon-es) · keyframe Timeline · built-in pixel Paint · TextInput for apps · live co-op (Team Create) · CRT effects · 7 themes + custom theme editor · .neku/.nkp/.nkt/.nkx file formats · plugins · single-file HTML & itch.io ZIP export · main menu, Explorer, Errors, Output, debug bar
Full docs: API · Publishing guide
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