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Console versions coming soon
System Requirements
| Minimum | Recommended | |
|---|---|---|
| OS | Windows 10 / Ubuntu 20.04 / macOS 12 | Windows 11 / Ubuntu 22.04 / macOS 14 |
| CPU | Dual-core 2.0 GHz | Quad-core 3.0 GHz |
| RAM | 4 GB | 8 GB |
| GPU | OpenGL 3.3 / DX11 compatible | Vulkan / Metal compatible, 4 GB VRAM |
| Storage | 500 MB | 2 GB (for assets) |
| Network | Broadband connection | Low-latency broadband |
Changelog
v0.19.0 2026-03-01T00:00:00Z
- UILayer system — hierarchy-integrated visual UI editor
- UI viewport overlay with drag, resize, snap guides
- Grid & Flex layout, ScrollFrame with mouse wheel, 10+ UI element types
- Gradient, stroke, per-corner radius, text auto-size properties
- Toolbar redesign — compact inline layout
- Welcome panel + asset wizard improvements
v0.18.0 2026-03-01T00:00:00Z
- Per-asset VM isolation — each asset runs in its own sandboxed Luau VM, preventing cross-asset contamination
- AssetVMManager — unified tick, hook dispatch, and asset.call orchestration across isolated VMs
- Collision layer matrix — 32-layer filtering system with 12 Lua functions and Studio panel
- Instance batching — GPU instancing for static meshes, dramatically reducing draw call count
- Rawframe Studio Phase 5F — animation preview, sub-scene support, editor.* Lua API (13 fn), multi-viewport (4 slots)
- 3110 tests passing across engine, scripting, networking, and studio modules
v0.17.0 2026-02-01T00:00:00Z
- Weapon System Faz 1 — hitscan, projectile, and melee weapons with ADS, recoil, spread, and bloom (29 Lua API functions)
- Bone attachment system — industry-standard skeleton attachment for props, weapons, and accessories (4 Lua functions)
- IBL / environment lighting — split-sum approximation, BRDF LUT, irradiance and prefiltered cubemaps
- Shadow system redesign — CSM texel snapping, cascade blending, 4 quality tiers, 9-tap PCF
- Character system — health, damage, hitgroup detection, char.* (48 fn), input.* (13 fn), camera.* (14 fn)
- Deathmatch reference gamemode — complete FFA asset demonstrating all engine systems end-to-end
v0.16.0 2026-01-01T00:00:00Z
- Game State Machine — event-driven hook system, 6 game states, team and spawn systems (41 Lua functions)
- Asset Management System — AssetState lifecycle, per-asset callback ownership, semver constraints, asset.* API (16 fn)
- UI Perfection Audit — 7-phase audit resolving all 127 items: per-corner SDF radius, alpha inheritance, z-order hover
- Named font system — per-font TTF atlas cache, ui.load_font / ui.set_font (12 Lua functions)
- Heightmap terrain with splatmap, LOD, and chunks — 4-layer blending shader, FastNoiseLite, Jolt HeightFieldShape
- 867 Lua API functions across all engine modules
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