Features

Everything it does, honestly.

What ships today. If a feature is not finished, this page says so.

Your files

  • Every project is a plain folder on your disk: the scene, an undo history that survives restarts, and assets deduplicated by content hash.
  • Projects open offline, and they keep opening and exporting with or without a subscription.
  • Nothing about your projects is uploaded. The only network calls are sign-in, the entitlement refresh and the update check, which you control.

The editor

  • Vector networks: branch a point three ways, knife a shape in two, paint the regions you made.
  • Components and instances that follow their master.
  • Text shaped in the engine (HarfBuzz-grade), so it lays out the same on every machine.
  • Auto layout: rows and columns with gap, padding and alignment.
  • Materials: 13 built in, plus your own WGSL shaders saved inside the project.

For games

  • Tilemaps on square, isometric and hex grids: ten thousand tiles in one layer.
  • 3D models and gaussian splats placed on the canvas.

Agents

An MCP server inside the app with 19 tools, permissions per capability, Hold, and one undo per agent edit. How it works.

In and out

  • SVG in and out, and PNG export.
  • Figma .fig import. Experimental: most files come across well, and some features do not yet.

Performance

A Rust and WebGPU engine: 100,000 shapes pan at 60 fps in one draw call, measured in the app at 0.18 ms of CPU per frame. A Canvas2D renderer takes over where WebGPU is not available.

This page grows with every release. The comparison with Figma, Penpot, Sketch and Affinity comes next, and it will mark what we have not built yet as clearly as what we have.