Make the Game.
Ship It Everywhere.

Acron lowers the floor without lowering the ceiling. Start in Python — or in Blueprints — and drop to C++ when you need speed. Then ship the same project to the desktop, the browser, Android phones and the Wii.

Targets Windows · macOS · Linux · Web · Android · Wii
Get Acron See Pricing

Designed for Big Studios.
Sold to Everyone.

Most engines were built for 50-person teams. Acron is built for small teams who want to ship.

A huge download to get started

Engine versions, editors, platform SDKs. You can spend a day downloading before writing a line of code.

One launcher — minutes to running

Install the Acron launcher, sign in, and create a project. It sets up Python 3.14 and the engine for that project — no SDK juggling.

Every platform is its own project

Web, mobile and desktop builds each need their own toolchain, settings and afternoon of trial and error.

One command per platform

acronmanager dist, dist --web, dist --android — the same project, packaged for each target. acronmanager assets makes every icon from one picture.

Visual scripting you can't read

Node graphs that compile to something opaque, so you can't diff them, review them, or graduate from them.

Blueprints that compile to Python

Studio's Blueprints produce readable Python committed to your project. When you outgrow the graph, eject it and keep the code.

High-Level Python.
Low-Level C++ When You Want.

The acron layer gives you the game mechanisms a real project needs — character movers, a fixed-step loop, action maps, signals, timers, save files — on top of the engine's own Python API. When you need raw performance, the C++ SDKs are there.

  • ▪Blueprints in Studio — visual logic that compiles to readable Python
  • ▪Python scripting — the whole game in ordinary Python 3.14
  • ▪C++ — prebuilt SDKs with a CMake package, for hot paths or a whole game
  • ▪Porting from Godot? — readers for scenes, tile sets and sprite frames, and Godot-shaped movers
  • ▪Built-in PBR, physics, RmlUi menus, audio and networking — nothing to install separately
player.py — familiar if you've used Godot
from acron import CharacterBody3D, Signal

JUMP_SPEED = 5.0

class Player(CharacterBody3D):
    def __init__(self, physics, inputs):
        super().__init__(physics, radius=0.5, height=1.0)
        self.input = inputs
        self.landed = Signal()

    def _physics_process(self, dt):
        was_airborne = not self.is_on_floor()
        self.velocity += self.get_gravity() * dt
        if self.input.is_action_just_pressed('jump') \
                and self.is_on_floor():
            self.velocity.z = JUMP_SPEED
        self.move_and_slide(dt)
        if was_airborne and self.is_on_floor():
            self.landed.emit()

Ship Your Game.
On Every Screen.

One engine, one launcher, every export target included.