Indie Game Studio
We build open-source game engines and the games that run on them. Everything in Godot. Everything moddable.
Open Source Engine
A modular ASCII game engine for Godot 4. Separate engine core from game content — extend, fork, or build your own game on top.
Entities are integer IDs, components are data, systems are pure static methods. Fully testable without scenes.
Zero game logic in content files. Define enemies, items, abilities, and rules as .tres resources.
Generic tick abstraction supports turn-based and real-time games from the same engine core.
Game layer registers behavior through hooks. Engine never references game-specific code.
engine/
core/ # Reusable kernel — components, types, world, session
systems/ # Tick pipeline, combat, AI, movement, inventory
rendering/ # ASCII renderer, animations, lighting, camera
map/ # Dungeon generation, location graphs, navigation
ui/ # HUD, screens, modals, scroll helpers
autoloads/ # Event bus, settings, audio
game/
data/ # 700+ authored .tres resources (enemies, items, rules)
systems/ # Game-specific hooks and flows
assets/ # Music, SFX, sprites, fontsProjects
Everything we build is open-source and made with Godot.
A deep roguelike built on the Pulsar engine. Procedural dungeons, systemic combat, authored narrative, and full deterministic replay.
About
Pulsar Games is a solo indie studio focused on building reusable, open-source game infrastructure in Godot. The belief is simple: game engines should be modular, data-driven, and owned by the people who use them.
Every system is designed to be forked, extended, and remixed. The engine is the product. The games prove it works.
Contact
Interested in collaborating, licensing the engine, or just want to say hi?
Having issues? Contact us at support@pulsar-games.com