Castagne Engine

The Open Source Fighting Game Framework

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Efficiency

Make attacks faster than some games load! The Castagne Editor is easy to use when starting out, and unlocks incredible speed once you learn it!

Flexibility

Why limit yourself? Castagne’s flexibility allows you to use it for many action genres! Fighter, Platformer, Beat-them-Up? Go ahead! Want to add a dash of fighting to your TRPG? Use Castagne as a module!

Full Package

Don’t just make a prototype, make a full game! Castagne has Rollback compatibility at a core level, and support for many game modes and quality of life features!

Forever Yours

Castagne is Free and Open Source Software (MPL 2.0 Licence), meaning you will never get locked out. Your game will be your own and in your complete control.

A Hybrid Engine

Castagne isn’t a regular game engine: it’s a specialization of any engine. Written in Rust, it’s easy to hook it to general purpose engines like Godot and use the best tool for the job!

Solo or Team? Dev or Artist?

Castagne welcomes all. Precision design allows ways to edit code graphically, while still saving it in text for VCS. In a team? Easily define interfaces for your designers to adjust attacks. Experts and beginners alike are delighted.

Go Beyond

Castagne’s design allows maximum flexibility within some key, tasteful constraints that allow performance and great tools. Make combo unit tests, analyze your data, and make the best game you can.

Vibrant Community

Come and talk with other developers and players, and maybe find your next project! Ask for help, give feedback, show your work? We’re currently on the Forum and Discord!

Hey! Panthavma here, I'm Castagne's author! The Godot 3 version was a long prototype, and I'm finally making the complete vision of Castagne! I want to make something that is still useful in 10 years, and all those previous tests help do that. That's not to say the Godot 3 version is lacking: commercial games have already been released in it, you can try it out!

The Rust version of the engine is still a work in progress, which I'll release in beta when I'm proud of it and I'm confident it can handle current projects. You can follow development here or on any of my channels. Stay tuned!

Follow castagne's development!
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Games with Castagne

Kronian Titans

Panthavma

2D Fighter / Airdasher

Complex machines fighting at high speed! Tame each mech’s unique weapons using simple inputs and become an ace pilot!

Molten Winds

Panthavma

2D Tag Fighter

Magic and technology intertwine in dynamic teamfights! Level up and call upon your allies to decide the fate of the Ashen Island!

Parable Academy

Snuffysam

2.5D Tag Fighter / Airdasher

A fast-paced tag fighter with only one attack button! A Fabled curse has swept the world… ordinary teens have begun transforming into characters from their favorite classic stories. Put together explosive team combos at Parable Academy for Fabled Youths!

Fraud Fight

Jope / JoshuaJacobsonArt

Platform Fighter

A fast-paced, free-flowing platform fighter with a Shibuya Punk and Y2K aesthetic!

Revolution Core

Grave=the=Fenrir & Howling Mind

2D Fighter

Inspired by anime fighters of the 2000s, Revolution Core places player expression first and foremost. Wield your character and the Assault System to slaughter your opponent any way you see fit. The seven-day battle royale has begun…

Latest Progress Updates

(2026-04-18) Input Trigger

Remember the Input Transition system ? It’s now called Input Trigger since it ended up doing more than just transitions. That’s it, send update

To add a bit onto the information, the Input Trigger system allows you to add actions when specific inputs are made, the most common of which is a transition to another state, but it could also be a flag so you can do more advanced behavior. It’s a bit more defined in this version:

  • The Input Triggers are checked twice: after the Before event, and at the end of a tick, in both cases just before a state transition.
  • Only one Input Trigger may activate at a time. The priority is given first by the priority of the trigger, and then by the inherent motion priority.

If you remember, AttackCancel is actually just a wrapper above InputTransition. This means that to reduce input lag as mentioned the last time, the default cancels will now be part of the Before event, and interact with the Freeze phase in a funny fun fun way, which may make them harder to implement properly from within CASP. This is part of the reason why the system will interact with State Metadata, which can be used for more than just categories and the like, but also to specify cancel conditions etc.

Also I’ve renamed the “S” button to “U”, so your default buttons are now L, M, H, U, E. The reason I did that is to avoid confusion between the S(pecial) button and Specials, just like I used LMH instead of the original ABC otherwise people would wonder why the “A” button doesn’t activate the “A” input. Customisation of the input layout is pretty low on the priority list I’m afraid, as it’s much less critical than the engine working lol

(2026-04-16) Start of Camera and Motion Inputs

Small update because I just wanted to improve a bit on yesterday’s screenshot.

Castagne now also sends the camera information to the editor! This means that the EdSpec viewer now has everything needed to show cool stuff. I’ll add more to it over time, but for now it’s really competent! Also look at the improved trace:

Screenshot

I’ve also started the motion input system. At the moment, the only motion is a single direction, but that’s a start! The system itself is halfway implemented: it can parse simple motion inputs and match them in the input history, but at the moment it’s not hooked to anything. The next step is going to be the Input Transition system, and hooking it back up to it.

(2026-04-15) EdSpec Trace, FG Movement

Yo, managed to get regular fighting game movement back into the engine, it’s cool

Look I made so it also leaves a trace in the EdSpec viewer, gonna have to hook up the camera to it too later

Screenshot

Looks smart and technological therefore the new editor is a million times more advanced

Still writing the base gameplay but better, got some time before all mechanics are online but we’ll see

All Progress Updates - RSS Feed

Task List

This list is not exhaustive, and can change often. It represents my global progress with this version, which will release in beta when it’s more complete.

Engine Core
  • OK Castagne Virtual Machine
  • OK Entity Lifecycle
  • OK Subentities
  • OK Inter-Entity Communication
  • OK Module Interface
  • Castagne Config
  • Profiling Framework
  • Memory Stack Rollback
  • WIP Instanced Data
Language
  • OK Castagne Compiler
  • OK Semantic Representation
  • OK Robust Compilation
  • OK Host-Engine Functions
  • OK Phases and Events
  • OK Basic Branches
  • OK State Calls
  • OK State Calls with Params
  • Advanced Branches
  • WIP Structured Variables
  • WIP EdSpec / Gizmo System
  • WIP Skeleton and MechMod
Editor
  • OK Basic Structure
  • OK Game Streaming
  • WIP Code Editor
  • Blocks Editor
  • OK EdSpec / Gizmo Display
  • Castagne Config
  • Tools Framework
  • Tutorial System
  • WIP Docs System
Core Functions
  • OK Basic Math
  • WIP Vector Math
  • Trigonometry
  • Randomness
  • WIP State Transitions
  • OK Flags
  • WIP Log / Error
  • Freeze / Halt Phases
  • WIP Targetting Functions
Input Module
  • WIP Input Layout System
  • OK Combination Inputs
  • State-Derived Inputs
  • OK Input Events and Buffer
  • WIP Motion Inputs
  • WIP Input Transition / Flag
  • Fake Press
  • Input from Config
  • Replay
Physics Engine
  • WIP Environement Collisions
  • Expanded Env. Colliders
  • WIP Colbox Collision
  • WIP Attack Collision
  • Expanded Attack Colliders
  • WIP 3D Physics
Flow Module
  • OK Battle Init Data Interface
  • Simple Fighter BID Interface
  • Simple Level BID Interface
  • Simple World BID Interface
  • Rounds and Reset
  • Custom Exit
  • Training Mode (basic)
  • Menus Specification
  • Host Engine Integration
  • Options Menu
  • Input Rebinding
Attacks Module
  • WIP Attack Data Storage
  • OK Attack Param Base
  • Attack Data Optimization
  • Attack Overrides
  • WIP Attack Events
  • WIP Blocking System
  • CASP Hitstun Management
  • Basic Attack MechMods
  • Combo-Awareness MechMods
  • Attack Cancel Rules
MechMods
  • Fighter Flow MechMods
  • Attack Mechanics MechMods
  • WIP Movement MechMods
  • Combo MechMods
Graphics Module
  • WIP Godot Integration
  • Sprite Sytem & Integration
  • Shader Modifications
  • WIP Model Management
  • VFX System
  • WIP Camera System
Audio Module
  • Godot Integration
  • Audio Parameters
  • SFX Definition
  • SFX Parameters
  • Background Music Support
  • Dynamic Audio Support

Try the Godot 3 Version now!