Our own engine, one canvas, and early access
A lot has changed since we first introduced Caustic Studio. Here's where things stand.
The Caustic engine
Caustic now runs on an engine we wrote ourselves: C++20 compiled to WebAssembly, rendering through WebGL2 and WebGPU. It handles 2D and 3D in the same runtime, with an entity-component world, Box2D and Jolt physics, and a deterministic logic VM that rollback multiplayer and replays build on.
Owning the engine means the studio and the game speak the same language. What you edit is exactly what runs, and there's no royalty on what you ship.
One canvas
The studio is now organized around a single Stage that holds your whole world, with a Library beside it for every asset. Art, tiles, animation, audio, behavior, dialog and UI editors open as drawers over the canvas instead of taking you somewhere else.
A copilot built with Claude
The copilot is built on Claude by Anthropic. Describe a change in plain language and it proposes a concrete edit plan for your project, which you review before anything changes.
Early access
Caustic is in closed development. We're inviting creators in small groups and shaping the studio around what they make. Request early access, and check the roadmap for what's shipped, in progress and next.