In active development

The AI-native
game engine.

Sektor is a free 3D engine for Windows where you build games without writing code: describe what you want and the built-in AI teammate does it, or click your game logic together with visual event sheets. Coders welcome too - but never required. Your game is yours: no royalties, ever.

Free for Windows. No account needed.

Free foreverno royalties, no seat licenses
AI built ina co-editor, not a plugin
No coding neededevent sheets + an AI teammate
Native C++ / DX12speed without a middleman
Everything undoableexperiment without fear

No coding required

If you can describe it,
you can build it.

Two ways to make things happen in Sektor, and neither is a programming language. Tell the AI teammate what you want - "scatter pines on the north slope, add a day-night cycle" - and watch it happen as undoable steps. Or open an event sheet and click your rules together: when this happens, do that.

  • Event sheets. Conditions pick objects, actions change the world. Typed variables, functions, a guided expression builder - and full undo.
  • The AI does the busywork. Placement, lighting, materials, terrain - authored by describing, refined by hand.
  • Code is optional, never a wall. When you outgrow visual logic, the same engine speaks C++.

Everything a world needs.
Nothing you can't inspect.

AI-Native Core

A first-class control protocol exposes 100+ validated engine commands, the same ones the editor uses. An AI can inspect your scene, place assets, edit materials, and script events. Every change is undoable.

Modern DX12 Renderer

Clustered forward lighting, cascaded and local shadows, HDR image-based lighting with baked reflection probes, atmosphere, area lights, temporal anti-aliasing, motion blur and depth of field.

Event Sheets

Visual logic with typed variables, functions, and a guided expression builder. Conditions pick objects; actions change the world. Deterministic execution, full undo, no code required.

World Tools

Sculpt-and-paint terrain, foliage painting, reusable PBR materials, prefabs with overrides, world layers, precision snapping, and professional transform gizmos with arcball rotation.

Real Physics & Navigation

Jolt Physics on a fixed, deterministic tick, plus a complete navigation stack: navmesh baking, weighted areas, cross-surface links, and crowd avoidance, all authored in the inspector.

Ship Standalone

Build Game validates your content, packages it with the dedicated Player runtime, and writes a hash-verified distributable that runs on a clean Windows machine. No editor required.

Your co-developer
speaks the same language.

Sektor wasn't retrofitted for AI - it was architected for it from the first commit. Every editor feature ships as a validated, machine-readable command; the engine publishes registries of every component, event, and expression; and an AI drives the exact same command boundary you do. That's why it's a co-developer, not a chat window bolted onto an editor - and you never write this protocol yourself. It is the language your AI teammate speaks while you speak yours.

  • Structured sight. Scene snapshots, diagnostics, and revision-tagged render captures. No screen scraping.
  • Real authorship. Terrain, lighting, materials, navigation, event logic, whole scenes. The imagery on this page was AI-authored.
  • Your undo history. Every AI edit is one validated transaction. Ctrl+Z works on its work, and the activity log names it.
sektor.control/v1
{"op":"terrain.sculpt","id":5,"worldCenter":[0,1.5,0],
 "radius":12,"strength":0.5,"mode":"raise"}

{"op":"scene.light.point.create","x":14,"y":3,"z":-6}

{"op":"component.light.set","id":41,"kind":"point",
 "color":[1,0.6,0.25],"intensity":9,"castShadows":true}

{"op":"render.capture"}   // see the result
{"op":"history.undo"}     // change your mind

Everything you need
is already in the box.

The Editor

  • Transform gizmos & snapping
  • Terrain sculpt & paint
  • Foliage painting
  • Prefabs with overrides
  • World layers
  • Full undo for everything
  • Crash-safe atomic saves

The Runtime

  • Jolt physics, fixed tick
  • Navmesh, areas & crowds
  • Event sheets, no code needed
  • Runtime UI & audio events
  • World Partition streaming
  • Deterministic replays

Rendering

  • Clustered forward lighting
  • Cascaded & local shadows
  • HDR IBL & reflection probes
  • Temporal AA & upscaling
  • Atmosphere & area lights
  • Built-in GPU profiler

Ship It

  • One-click Windows packaging
  • Launcher auto-updates
  • Asset store, import to project
  • Open AI control protocol
  • Docs, forum & tutorials

Meet Sektor Studio.
Modern, fast, impossible to break.

Sektor Studio
Sektor Studio editing a grassy highland valley in the live DirectX 12 viewport, with the AI Teammate one click away

Sektor Studio: World Outliner, Inspector, and asset catalog around a live DirectX 12 viewport - AI Teammate built in, 200,000 foliage instances at editor framerates.

Instantly familiar

Outliner, Inspector, asset catalog around a live viewport - the layout you already know, minus the clutter of a thousand toolbars.

Impossible to break

Every action is undoable - yours and the AI's. Saves are atomic and crash-safe, and recovery brings your work back.

Guided, not gated

Arcball gizmos, precision snapping, and a guided expression builder: pro tools that teach you as you use them.

Fast on real scenes

A native C++ / DirectX 12 viewport with a built-in profiler, so the editor keeps up with worlds worth shipping.

Straight from the engine - every frame is real.

Standing stones at dusk with warm firelight and mountain silhouettes
A standing-stone circle at dusk: clustered local lights, fog, and cascaded shadows.
Firelit monolith circle on sculpted terrain
Firelit monoliths on sculpted, painted terrain, rendered in real time with TAA.

Every shot here is a real engine frame, captured through the same render.capture API an AI collaborator uses to see your world. This scene was built entirely through sektor.control/v1 commands: terrain, sculpting, materials, lights, and cameras.

Editor-first,
trust-first.

Most engines bolt an editor onto a runtime. Sektor was built the other way around: the editor's transactional core came first.

  • Everything undoable. Every mutation, whether a gizmo drag, a terrain stroke, or an AI command, is one validated transaction.
  • Crash-safe by design. Atomic saves plus 30-second recovery autosaves that never overwrite your real work.
  • Deterministic documents. Projects are human-readable, versioned, and diff-friendly.
  • Tested like infrastructure. Every engine feature lands with automated test gates.

“The editor is the primary product surface. No tool relies on screen scraping or undocumented side effects.”

Sektor architecture principles

One subscription.
The AI. The library. Everything.

Sektor Complete is one subscription for $14.95/month: the first-party AI collaborator (rolling out now) plus the full asset library, with an Import to Project button that streams your selection straight into the engine. Starter assets are free for everyone - and the engine never requires a subscription.

Stylized maple tree asset
Wildwood Tree
Stylized pine tree asset
Wildwood Pine
Autumn tree asset
Autumn Tree
Wild reeds asset
Wild Reeds

Real assets, honestly labeled. Every item carries a provenance tag (human-made, AI-assisted, or AI-generated), and nothing in the store is ever used to train AI. In Sektor, the AI is your collaborator, not the content mill.

Get the engine

The Sektor launcher is available now for Windows. It streams release notes as features land and delivers engine builds the moment early access opens. Free, no account needed.