No-code game maker · runs on Godot

Craft any game. Write no code.

Build your game with states, arrows and actions.

Define how everything in your game behaves, from players and enemies to doors, menus, cameras and game rules, using simple states and arrows.

Choose from 290 ready-made actions and press Play to see it in action.

Build in 2D or 3D with a C++ engine tuned to outrun hand-written GDScript where games spend their time.

2D isometricEmberdeep · Action RPG

Not a toy

A real engine under a no-code front.

C++

Compiled engine

Every action runs as compiled C++, measured frame by frame against hand-written GDScript.

1,000

Enemies at once

A thousand enemies patrolling, chasing and attacking, at under a fifth of a millisecond a frame.

7

Full games, no code

A first-person shooter, a rally game, a bullet-hell, a platformer, an action RPG and more.

100%

Godot underneath

Your game is an ordinary Godot project in your own folder, exported with Godot's own tools.

290

Actions and checks

States inside states, parallel states, events that carry data, variables of every kind.

Feature list

Everything in the box.

112 features you get on day one, in one purchase. No add-ons, no extra packs.

Engine

  • Compiled C++ core (GDExtension)
  • Idle machines cost nothing: 1,000 in 0.001 ms a frame
  • 1,000 enemies in 0.14 ms a frame, 2.6x faster than hand-written GDScript
  • Machines that wait run 6.8x faster than hand-written
  • Variables in compiled storage while a machine runs
  • macOS (Apple and Intel) and Windows (x64 and Arm)

State machines

  • Hierarchical states, as deep as you like
  • Parallel states inside one state
  • Events that carry data into variables
  • Delayed and cancellable events
  • Send to one machine, a group, or every machine
  • Any Godot signal as an event
  • Global events, listed in one Events tab
  • Run once, every frame, or every N seconds
  • Frame step or physics step, per machine
  • Templates shared by any number of nodes
  • Loop guard: instant loops shown in red, runaway loops stopped
  • Animation Event: act on a moment in an animation

Heroes, ready to play

  • Platform Hero (2D): variable jump, jump forgiveness, wall slide and wall jump, ledge climb, 8-way dash, crouch
  • Side-On Platform Hero (3D): every 2D move, in metres
  • Platform Hero (3D): free-roaming, camera behind
  • Top-Down Hero (2D) and (3D)
  • Third Person Hero (3D)
  • Speed, jump, dash and camera tuned in Godot's Inspector
  • 8-direction and isometric characters

Enemies and AI

  • Ready-made Enemy for side-on, top-down and 3D
  • Senses: sight range, view cone, walls that block sight, memory, hearing
  • Patrol, wander or stand guard
  • Touch, swing or shoot
  • Calls friends, takes cover, searches, runs away
  • Keep distance, strafe, flee, keep apart
  • Navigation meshes in 2D and 3D
  • A* pathfinding on tile grids
  • Loot drops and gold
  • Enemy templates: Guard, Chaser, Skittish Villager, Pack Hunter

Combat

  • Hit Box and Hurt Box nodes
  • Damage, defence, knockback, invincibility time
  • Damage numbers, hurt and death sounds
  • Melee attacks with weapons and reach
  • Bullet patterns: spread, homing, bounce, pierce

Inventory and items

  • Items as resources: carried, drinkable, wearable, weapons
  • Stacking and equipment slots
  • Random loot by rarity, Common to Legendary
  • Shops built from item actions (recipe included)
  • A collection page of every item found
  • Inventory Grid for mouse, keyboard or pad

Stats and levelling

  • Stats with modifiers from gear and effects
  • Health, mana and stamina as attributes
  • Timed buffs that wear off
  • Experience and levels; stats grow on level up
  • Stat Panel UI

Quests

  • Quests with steps, in order or any order
  • Steps that tick themselves off: kills, items, places, talks
  • Start, complete, fail and abandon
  • Quest markers on the minimap
  • Quest Log and Quest List UI

Dialogue

  • Dialogue graph editor
  • Actors, lines, player answers, branches
  • Dialogue Box with portraits, talking blips and text to speech
  • Conversations that start quests and open gates

UI and HUD

  • Health bars, orbs and hearts
  • Minimap, crosshair, skill bar
  • Ready-made title and pause menus
  • Button prompts that follow the last device used
  • Theme tab: one look for every menu, panel and button
  • Performance overlay

Variables and data

  • 11 types: float, int, bool, String, Vector2, Vector3, Color, Node, Array, Dictionary, Resource
  • Per-machine or global
  • Most settings can read a variable live
  • Expressions and formatted text
  • Data tables of your game's things, edited in a grid
  • Typed fields: numbers, text, On/Off, colours, 2D and 3D places, choices, files

Worlds

  • Procedural dungeons from hand-drawn rooms, repeatable from a seed
  • Boss, treasure, shop and secret rooms
  • Places remember: beaten enemies stay beaten, opened chests stay open
  • Tile painting and terrain
  • Physics forces and joints

Driveable vehicles

  • Cars, karts, boats and tanks, on keys or a gamepad
  • Real physics cars (VehicleBody3D) or arcade driving
  • Handbrake slides, grip and brakes you tune
  • Body lean in corners; wheels that steer and roll
  • Crash detection with its own event
  • Handbrake Rally: a full rally game on gravel, tarmac and snow

Saving and files

  • Save slots
  • Save and restore the whole scene
  • Read and write files, copy folders

Camera and effects

  • Follow, shake, zoom, limits, orbit
  • Switch between cameras
  • Screen effects, tweens, particles, shaders

Input

  • Keyboard, mouse, gamepad and touch
  • Key rebinding at runtime
  • Controller detection and rumble
  • Virtual joystick and touch gestures

Editor

  • Visual graph, docked in Godot
  • Live debugger: watch a machine's state, pause, step, breakpoints
  • Notes and groups on the graph
  • Add Action window with an example for every action
  • Events tab and Globals tab
  • Problems button that finds mistakes before you play
  • Full undo and redo
  • Right-click to add a player, things and menus
  • Give a character health, a gun, an inventory or senses

Extend it (GDScript)

  • Your own actions and checks, one script each
  • Extend any of the 290 built-in actions
  • Scripting API and signals
  • Your scripts run on the compiled core

Your game

  • An ordinary Godot 4 project in your folder
  • Windows and macOS export presets included
  • No royalties, no fees, no splash screen
  • 7 complete games to take apart
  • 90 recipes and an example for every action
  • 173-page manual and 329-page Action Reference

Debug it live

See inside every machine while the game runs.

Press Play and pick any running machine. Its current state lights up in the graph, its variables update as you watch, and you can hold it still while the rest of the game carries on.

Emberdeep's Bone King firing a fan of bolts at the hero, in the running game.
The gameThe Bone King in the middle of a fight. Click to enlarge.
The NodeWorthy debugger watching the Bone King: his Shooting state lit, Pause pressed, and his variables live in green.
The debuggerThe same moment. Shooting is lit, Pause holds him there, and his variables are live. Click to enlarge.
  • Watch any machine. Pick it under Debug, and its state lights up as it changes.
  • Pause one machine. Hold it exactly where it is while the game keeps running.
  • Step a frame at a time. See which transition wins, and in what order.
  • Breakpoints on states. A machine holds still the moment it arrives, so you can look around.
  • Live variables. Every value the watched machine holds, updated as it runs.
  • Events as they happen. The events it has just sent, and a log of every state change.
  • Loop guard. Instant loops show in red while you build, and a runaway loop is stopped instead of freezing the game.
  • Problems button. Finds broken settings, missing nodes and wrong variable types before you press Play.

How it works

Everything in your game follows a map.

A state describes the behaviour of a part of your game. An enemy chasing, a door opening, a menu appearing or a level counting down.

Arrows define what causes it to change, while actions make things happen.

The enemy included with NodeWorthy walks its map as the game runs. Switch to 3D and the same system works there too.

One system. 2D or 3D. Press Play and see it come to life.

  1. I

    Start from something ready

    A ready-made hero, enemy or pickup that already works, a template, or an empty machine on any node in your scene.

  2. II

    Shape what it does

    Add states like Patrolling and Chasing, join them with events like when it sees the player, and give each one actions.

  3. III

    Press Play

    It runs at once, and the graph lights the state each character is in, so you can see why it did what it did.

Now: Patrolling

Not just characters

If it changes, it can have a machine.

Anything in your game that does one thing, then another, is a state machine, and you can put one on any node. Here are a few you will build on day one.

Doors and switches

ClosedOpeningOpen

Open when the lever is pulled, lock again when the room is cleared.

Menus and screens

TitlePlayingPausedGame Over

The whole flow of your game, from the title screen to the credits.

Cameras

FollowingBoss IntroShaking

Follow the player, cut to the boss as it wakes, shake when something hits.

The rules of a level

WaitingWaveCleared

Waves of enemies, a countdown, a score to reach, what happens when time runs out.

Traps and platforms

RestingWarningStriking

Spikes that wait for you, platforms that carry you, lava that rises.

Pickups and items

WaitingTaken

Coins, keys, health and loot, into the inventory with the right sound.

Conversations and quests

GreetingAskingThanks

Who says what, what the player can answer, and what the quest asks next.

Players and enemies

PatrollingChasingAttacking

And of course the characters, from heroes that run and jump to enemies that hunt you down.

Inside NodeWorthy

What you see while you make it.

These are the real panels. Everything is picked from lists and set by clicking. There are no scripts to write and no code to read. Notes and groups keep a big machine readable, for you and for whoever opens it next.

A NodeWorthy panel: the graph.
In the graph every box is a state, and every arrow says what moves it on. Press Play, pick a machine, and watch its state light up as the game runs.

Where it starts

Name your game. Pick a start. Begin.

NodeWorthy opens on its own front page. Give a new game a name, pick what it starts from, and it opens ready to make. The games you have made wait on the same page, a click away, and so do seven games ready to play.

The NodeWorthy front page: New game, the manual, the action reference, your games, and a row of seven games to play.
Front pageYour games on the right, and the seven games along the bottom to play in one click.
Starting a new game in NodeWorthy: a name, a folder, and a row of pictures to start from.
New gamePick a picture: an empty 2D or 3D game, or a finished game to take apart.
  • Play first, then take it apart. Every showcase game plays straight from the front page, and any of them can become your own copy to change.
  • Opens ready to work. A new game opens on its level with the hero picked and its machine on screen.
  • Your games are yours. Each is an ordinary Godot project in your own folder, and stays there if NodeWorthy is ever removed.
  • Help is one click away. The manual and the action reference open from the front page.
  • Made the way you will make yours. The app itself is built with NodeWorthy, with no code.

Learn by doing

Hundreds of working pieces to open and copy.

You never start from a blank page. Everything below comes with NodeWorthy. Play it, open it, see how it is made, and take what you need.

90

Recipes

Small, finished pieces of a game, each a scene you can play and read, with the states, the arrows and the actions explained on the screen.

Pause menuRebind a keyCountdown timerChange level with a fadeSecret button comboHearts for healthSave and loadA quest from a conversationGuard that sees youRooms and a minimapChaser that gives up

290

Examples

One for every action and check. Pick an action in the Add Action window, press Open Example, and watch it work on its own before you use it.

AIAnimationAudioCameraCombatInputInventoryPhysicsQuestsSave and filesUI

500+

Pages of help

A manual that walks you through making a game, and a reference with a page for every action that says what it does, when to use it, and what every setting means.

Step-by-step walkthroughsA page per actionA to Z indexGoal finder

Documentation

Every action documented. Every one.

Two books come with NodeWorthy. A manual takes you from your first machine to whole games, and a reference has a page for every action and check. The reference is free to read right now, and so are the recipes and the manual's contents.

Real pages from the books. Click one to read it. 173 pages in the manual, 329 in the reference.

Made with NodeWorthy

Seven games, not one line of code.

Every one was built from the NodeWorthy panel alone, and all of them come with it. Play them, take them apart and make them yours.

Real pictures from the games. Hover over one to see it move.Each one moves as you scroll to it.

Emberdeep: the hero fighting in a torch-lit crypt.
Action RPG · Isometric 2D

Emberdeep

Torch-lit dungeons, skills, loot and a king at the bottom.

Handbrake Rally: the car on the start line of a snow stage.
Rally · 3D

Handbrake Rally

A stage against the clock, corners called out.

Lantern Hop: the hero on a pixel-art level with coins and a gap to cross.
Platformer · 2D

Lantern Hop

Four levels of running, jumping and dashing.

Proving Ground: a first-person view of a warehouse arena, assault rifle in hand.
First-person shooter · 3D

Proving Ground

Weapons, pickups and enemies that go for cover.

Swarm Break: hundreds of glowing enemies closing in on the pilot.
Twin-stick shooter · 3D

Swarm Break

Hundreds of chasers at once, each its own state machine.

Hollow Spire: the player between two enemies in a room of bullets.
Bullet-hell roguelike · 2D

Hollow Spire

Climb the spire through rooms of bullet patterns.

Mossbrook: a pixel-art village with houses, paths and villagers.
Adventure · 2D

Mossbrook

A village with conversations, quests and a cave.

Your game
next
Any genre · 2D or 3D

Your game

Start from any of them, or a hero on an empty level.

290ready actions and checks
7complete games to learn from
2D & 3Dany genre, one way of working
500+pages of manual and reference

Speed

Compiled C++ under every game you make.

The games you make with NodeWorthy run on its engine, written in C++ and measured against the same games written by hand in GDScript. Where games spend their time, it wins. Crowds of enemies run up to three times faster, and a character with nothing to do costs next to nothing, because crowds share work that hand-written scripts repeat for each one.

Frame cost in milliseconds, shorter is faster, against the same game written by hand in GDScript. Mac mini, Godot 4.7. The benchmarks will be published with their code, so anyone can check them.

For developers

An engine you can build on.

Advanced, and optional. New to making games? Skip this section. Every game on this page was made without a line of code.

If you do write code, NodeWorthy does not box you in. Your machines run on its compiled C++ core, and you extend it in GDScript with your own actions, your own checks, and new versions of the ones that ship. They sit in the same Add Action list as ours, and a newcomer on your team uses them without ever opening a script.

Write your own actions

One small script. Right-click a folder and choose Create New > NodeWorthy Action, and it is in the Add Action list straight away. Its settings become fields in the panel, and its comments become their tooltips.

Write your own checks

A question for a Check is one function, _check, that answers yes or no. Door locked, quest done, enough mana. Anything your game can ask.

Extend what ships

Build on any of the 290 actions and replace only the part you need. Everything you leave alone still comes from the original, compiled.

Drive machines from code

send_event, go_to, get_value, set_value, and signals when a state changes. Your scripts and your machines talk both ways.

Your code rides on C++

State changes, events, variables, timers and every built-in action run in the compiled core. A machine with nothing to do is not called at all, so your own actions add their cost and no more.

Plain Godot underneath

Machines are Godot nodes and designs are Godot resources saved as text. They live in your project and your version control like everything else.

open_door_action.gdGDScript
@tool
class_name OpenDoorAction
extends SCMachineAction
## Slide the door open.

## How far it slides, in metres.
@export var distance: float = 2.0

func _enter(m: SCMachine, index: int) -> void:
	var door := m.target as Node3D
	door.position.x += distance
	m.finish(index)

func _summary() -> String:
	return "Open door %s m" % number(distance)
A whole action. It shows up in the Add Action list as Open Door, with Distance as a field and its comment as the tooltip. The manual's last chapter covers the rest.

GDScript only. Your own actions and checks are written in GDScript. Writing your own C++ against the core is not supported.

Ready to go

Start with things that already work.

Drop them into a level and play at once. Each has its settings in the Inspector and its whole machine open to change.

Heroes

Side-on, top-down and free-roaming 3D players that run, jump and dash, with a camera that follows.

Enemies

Patrol, wander, spot you, call friends, chase, fight or shoot, take cover and flee when hurt.

Game systems

Health, items, inventory, quests, conversations, saving and loading, and changing scenes.

On screen

Health bars, a minimap, a quest log, dialogue boxes, a skill bar and menus.

Your games are yours

Make it, sell it, keep every penny.

You pay for NodeWorthy once. Whatever you make with it is yours to sell on Steam, itch.io or anywhere else, and we take nothing from it, now or later.

No royaltiesNot a percentage, not ever.
No revenue shareEvery sale is yours.
No runtime feesNo charge per install or per player.
No splash screenNo logo of ours in your game.
Export with Godot's own tools. Open Project > Export in the editor. Every new game comes with its Windows and macOS settings already made.
Press Export. Out comes a finished game, a program for Windows or an app for a Mac, with everything it needs inside.
Hand it to anyone. Your players install nothing else, and the game runs without NodeWorthy on their computer.

Early Access

Complete today. Growing every month.

NodeWorthy is fully featured right now, and it is still being worked on every day. Buy it in Early Access and every update on the way to full release is yours.

In your hands today

  • 290 actions and checks, each documented, each with a playable example
  • Ready-made heroes and enemies for 2D and 3D
  • Health, items, inventory, quests, conversations and saving
  • Seven complete games and 90 recipes to learn from
  • A 173-page manual and a 329-page reference
Early Access price $29.99

Rises to $49.99 at full release.

Get launch news

Questions

Good to know

Do I need to know how to code?

No. Everything in the seven games was made from the NodeWorthy panel, using states, arrows, actions and settings. If you do write code, you can add actions of your own in GDScript and they sit beside the built-in ones.

What is Godot, and do I need it?

Godot is a free, open-source game engine. NodeWorthy runs on it and comes with it set up, so there is nothing else to install. You keep all of Godot, with its editor, its 2D and 3D tools and its exports.

2D or 3D?

Both, with the same states and actions. So far there are platformers, shooters, a rally stage and an isometric RPG.

Where can my game run?

NodeWorthy runs on Windows and macOS. Your finished game exports to Windows and macOS, with Godot's own export tools. More places for your games to run are on the list.

Do you take royalties or a share of my sales?

No. You buy NodeWorthy once, and every game you make with it is yours to sell. No royalties, no revenue share, no fees per player and no logo of ours in your game. You export it with Godot's own tools, and it runs without NodeWorthy installed.

How much does it cost?

$29.99 while it is in Early Access on Steam, rising to $49.99 at full release. Early Access buyers get every update on the way to full release.

How do I learn it?

A full manual, a reference with a page for every action, step-by-step recipes, and the seven games to open and take apart.

Coming to Steam

Be there on launch day.

Hear first about the launch date, new videos and the first look at the store page. One email when there is something to see. Questions? Write to .