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!
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!
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!
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.
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!
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.
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.
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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!
Youtube - Mailing List - Forum - Discord - Twitter - Bluesky
2D Fighter / Airdasher
Website - Steam - Bluesky - Twitter - Forum
Complex machines fighting at high speed! Tame each mech’s unique weapons using simple inputs and become an ace pilot!
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!
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!
Platform Fighter
A fast-paced, free-flowing platform fighter with a Shibuya Punk and Y2K aesthetic!
Hey! I’ve been restarting work on the editor, and the first job is just a straight quality of life update:

As you can see, there’s now syntax highlighting for Castagne Script itself! The previous one was just coasting off its similarity to GDScript, but this one actually uses the Castagne Script syntax. I didn’t do much, that’s thanks to the Godot team’s efforts mostly, I just told it a couple symbols. Still, that’s a great improvement.
The second one you can see is that the Documentation panel looks a bit different. While that is still a WIP, this one actually adapts to the type of line you’ve selected, with the interface being able to change in the future. Since it doesn’t just read functions anymore, it will be very helpful for beginners as it can remind you what basic elements do, and in general its ability to display more info will be helpful.
Stealth addition that will pay dividends, but the docs here isn’t isolated: there is now a proper Documentation system in the editor, and the panel reflects its contents. This means there is now a centralized location for the docs in-engine, which can be exported on the website. It works off with internal paths, so you can refer to a concept immediately, such as language/branch/input will give you all the detail you need on input branches. This ensures the static part of the documentation is referred properly, and will allow an up-to-date version on the website.
My next editor step is the navigation panel, although the VarSpec system is another key implementation I’ll need to do sooner than later. The roadmap here is a bit less defined, as the editor is still in flux and there are a LOT of systems to make work together.
This one is one of the more user-facing additions: MechMods! I’ve finally added the multiple file inheritance. The compiler-side was working, but it wasn’t yet searching for files by itself. ‘Bit more robust than before too. So, what is the general order of files?
The common skeleton and fighter are self-explanatory and were already present before. The difference is in the Base CASP and MechMods, which solve an organizational problem much more elegantly than before, and are one of the most impactful new features in my opinion.
If you remember, Castagne is surprisingly game-agnostic: it just assumes you have entities directed by state machines. In practice, you have a lot of common behavior that got put in the Base CASP, and from there you could rewrite what you didn’t want. As time went on, I’ve added more integration of that base behavior, including visualisations and interfaces (the SpecBlock system), which improves the common usecase but makes the other ones a bit clunkier.
This new organisation goes both ways: on one hand, it makes Castagne more knowledgeable about some game concepts, and on the other hand the other game concepts become much more malleable. I’ve selected some concepts to become core components, for example the dichotomy of Grounded / Airborne, the concept of a combo, hitstun and blockstun, the difference between a neutral state and a comitted state… There’s not that many, but each allows the engine to do a lot more, while also not restricting the ideas you can do much (e.g. you can ignore the Airborne concept if your game has no jump). Many of them are also linked to their module, so for example if you change the physics module you won’t have the Airborne concept.
This allows the MechMods to know much better what they can rely on, and thus focus on key elements. This allows me to separate many common behaviors, such as:
Just based on that, you can see how much more powerful the flow just became. If you want a mechanic in your game, you just enable it and get it immediately, and the interface allows easy access to them. I’m also thinking of allowing MechMods for characters on top of the skeleton, so you could surgically add an airdash to a character.
MechMods are what makes a lot of the new additions I’ve made make sense: the state call hooks (!!? especially) allow extension of behavior without requirement, the helper functions allow definition of new tools like !StandardAnim(Standing), and especially the upcoming VarSpec system. This is the last missing piece for my full vision: a system to allow additional editor integration of CASP tools in a simple way. A big element of the SpecBlocks in the editor was how they allowed very strong integration in-engine through buttons and graphs, and this is now comming to CASP itself! This will push Castagne to new heights, and I can’t wait to be able to use it!
Yo! Another update to a structure you know (and love?): BattleInitData, which as the name implies, holds the data needed to initialize a Castagne fight! Most probably didn’t use it much, but it’s been a cornerstone internally.
There is not much to talk about to be quite honest with you, as the ideas work the exact same, the interface is just better. It used to be an unwieldy JSON dictionary with a weirdo format, now it’s a properly reified object with a functional interface. Here’s an example where I create two players and their character, both have a 100 meter but the second one only has 1 HP.
// Assume we got config, player_1_scripts, and player_2_scripts properly handled before
let mut bid = BattleInitData::new(config);
let character_1 = bid.player().entity(player_1_scripts);
let mut character_2 = bid.player().entity(player_2_scripts);
character_2.entity_override("HP", MemoryEntry::Int(1));
bid.entity_override("Meter", MemoryEntry::Int(100));
As you’ve seen, it is simpler to build, and the previously available functions are there. Overrides allow you to change a variable from the character at creation, and you can set them up to be inherited. As such, the Meter override here was set at the root, so it applied to all entities defined in this BID, while the HP one was only done to a single entity. You can override global, player, and entity variables, as well as create entities with no player parent.
This is still a work in progress, as I’m focusing first on key functionality there. The new idea is that known data can be set more easily in general when the engine knows about it, with simple functions. Here’s an example of a new functionality: instancing subentities directly:
bid.player().entity(scripts).subscript(fireball_subscript_id)
This is honestly fairly low priority compared to other tasks once that the basic functionality is there (some overrides don’t currently work because there’s no player memory yet for instance). It’s needed to set up fights in the editor and game, but at the moment only the first is needed to get started with the engine (as you remember with my priority list). Still, are some planned / potential functionalities:
Next up is multiple file loading for CASP files, as well as Editor control there. It’s time for the Base CASP to get a tune up, and that would already cover most of the prerequisites for the engine!
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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.
Castagne Virtual Machine
Entity Lifecycle
Subentities
Inter-Entity Communication
Module Interface
Castagne Config
Profiling Framework
Memory Stack Rollback
Instanced Data
Castagne Compiler
Semantic Representation
Robust Compilation
Host-Engine Functions
Phases and Events
Basic Branches
State Calls
State Calls with Params
Advanced Branches
Structured Variables
Varspec / Gizmo System
Skeleton and MechMod
Basic Structure
Game Streaming
Code Editor
Blocks Editor
Varspec / Gizmo Display
Castagne Config
Tools Framework
Tutorial System
Docs System
Basic Math
Vector Math
Trigonometry
Randomness
State Transitions
Flags
Log / Error
Freeze / Halt Phases
Targetting Functions
Input Layout System
Combination Inputs
State-Derived Inputs
Input Events and Buffer
Motion Inputs
Input Transition / Flag
Fake Press
Input from Config
Replay
Environement Collisions
Expanded Env. Colliders
Colbox Collision
Attack Collision
Expanded Attack Colliders
3D Physics
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
Attack Data Storage
Attack Param Base
Attack Data Optimization
Attack Overrides
Attack Events
Blocking System
CASP Hitstun Management
Basic Attack MechMods
Combo-Awareness MechMods
Attack Cancel Rules
Fighter Flow MechMods
Attack Mechanics MechMods
Movement MechMods
Combo MechMods
Godot Integration
Sprite Sytem & Integration
Shader Modifications
Model Management
VFX System
Godot Integration
Audio Parameters
SFX Definition
SFX Parameters
Background Music Support
Dynamic Audio Support