An open-source, high-performance sandbox built on Godot and powered by C++17 and Lua.
Full control over rendering, networking, threading, and assets — one seamless workflow.
From indie ideas to large scale multiplayer worlds, build without compromise.
Runtime backbone of client and server — per-resource Lua environments, resource lifecycle management, hash-based asset streaming, and cross-resource exports.
Full programmatic control of every scene entity and surface — database, model, webview, canvas, font, image, svg, rendertarget, shader.
All primitives a runtime script needs — math, string, table, crypto, timer, thread, promise, http, file, shrinker, and a priority-ordered event system.
Full visual pipeline control from Lua — physically-based sky, global illumination (SDFGI), SSAO/SSR/SSIL, glow, volumetric fog, dynamic lighting, and runtime shaders.
Full Godot physics surface from Lua — rigid, static, character, animatable and vehicle bodies, raycasts, shapecasts, collision queries, and trigger areas.
Complete audio control from Lua — stereo and positional 3D playback, per-voice effect chains (reverb, EQ, compression, filters), and multi-format streaming.
Full multiplayer stack — ENet UDP transport with live RTT and packet-loss stats, a custom packet-batched replication layer, and automatic physics body sync.
No licensing fees, no royalties, no strings attached. Every line of code is yours to inspect, fork, and build on. What you create belongs to you — completely and unconditionally.
No platform cuts, no revenue gates, no forced subscription tiers. Ship free or charge what you want — every dollar goes to you, with no conditions attached.
Core, utility, graphics, physics, audio, network — one unified Lua API controlling every layer of the engine at runtime. No recompile cycles, no editor lock-in.
Per-resource Lua environments with zero access to host internals. Safe for user scripting, modding, and untrusted plugins — each resource runs fully contained.
ENet based custom replication layer with built-in physics body sync, and Lua-level network events built in from the ground up. Multiplayer is a first-class citizen, not an afterthought.
C++17 core with a Lua scripting layer running ~2-5× faster than GDScript. No interpreter bottlenecks, no bloat — maximum throughput at every layer of the stack. View benchmarks
We're ov-studio – the same team that spent years crafting shaders, systems, and experiences on MTA, FiveM, and SAMP. As those platforms aged, we chose to build something modern. Something truly ours.
Vital.sandbox is what we built — a community-driven, fully open-source sandbox project, backed by ov-studio. Same team, same philosophy, same leadership. Every talented developer from ov-studio is here, bringing decades of experience into this new chapter.