We make 2D games — and the engine they run on.
Native Code Studio started with a stubborn idea: what if we actually built the whole thing ourselves? No Unity. No Godot. No black boxes. So we wrote the SDD Engine from scratch — the window, the software renderer, the physics, the scripting language, the editor, all of it — in Zig and C, with a little C++, Go, and Rust holding up the scaffolding. Every pixel you see in our games passed through code we typed, debugged at 2 AM, and argued about the next morning.
What we make
Small, sharp 2D games: platformers, dodgers, arcade experiments, and whatever weird idea survives the week. If it runs at a locked frame rate, has honest collision, and fits in an afternoon — it belongs here. Our games are free, DRM-free, and dependency-free. One blindsiding executable, no installers phoning home.
The SDD Engine
Our in-house engine is the other half of everything we do. Its headline features:
.sdds files) with its own lexer, parser, and tree-walking interpreter. Lua still works too, for the old souls.
scene.sddscene file with its name, entry script, gravity, and background color, plus scripts that belong only to that scene. Switch, stack, and pop them from code.
require(), project settings, asset thumbnails, and a visual hitbox editor.What you'll find on this page
Follow along
Grab a game, break it, tell us what broke. If you're the kind of person who reads engine READMEs for fun — you're one of us. See you in the comments.
NATIVE CODE STUDIO — every pixel earned.