Stack 23 kinds of parts: curved mags, birdcage flash hiders, trigger and guard, knurling, wood grain, rails, stocks. The craft is making almost nothing read as a gun.
Trigger, selector, forend, charging handle and magazine all move. Full-auto, recoil, muzzle flash, brass. The shot is synthesised from the mechanism you built — no two guns sound the same.
Tune damage, penetration, muzzle velocity, zero and spread, then export as JSON. Wiring these guns straight into the game I'm making is what comes next.
That's the pitch. The rest you learn by stacking.
Launch in browser


Is the sight line blocked by the flash hider? Can a hand reach the charging handle? It names exactly what you got wrong — and silencing it is the design work.
Lines your gun up against everything you've built and scores how alike the silhouettes are. You catch yourself building the same shape twice.
Dot, holo, ACOG-type, switchable 1×/4×, 8×, magnifier. Each changes what you see and trades it for weight.
Go build one — let the validator nag you through it.
Launch in browserEvery gun in my game is made with this.
This is the tool I use to model the guns for a low-poly survival game I'm making. Instead of building each one by hand in a 3D package, I write it as a short list of commands.
The samples that ship with it are the actual weapons from that game's ledger. I'm now wiring things up so a gun made here can be dropped straight into the game.
The game is still in development, and the editor updates alongside it. Follow along on X and YouTube.
The “?” button opens the full list and a 60-second tour any time.
— FREE — OUT NOW —
For desktop browsers 1100px or wider (the 3D view collapses on phones)