In active development

The AI-native
game engine.

Sektor is an editor-first engine for high-fidelity 3D games of any genre. Every action you take, from placing and sculpting to lighting and scripting, is a validated, undoable command that you and an AI collaborator can drive. Build together.

  • Native C++ · DirectX 12
  • Windows first
  • Standalone player runtime

Everything a world needs.
Nothing you can't inspect.

AI-Native Core

A first-class control protocol exposes 100+ validated engine commands, the same ones the editor uses. An AI can inspect your scene, place assets, edit materials, and script events. Every change is undoable.

Modern DX12 Renderer

Clustered forward lighting, cascaded and local shadows, HDR image-based lighting with baked reflection probes, atmosphere, area lights, temporal anti-aliasing, motion blur and depth of field.

Event Sheets

Visual logic with typed variables, functions, and a guided expression builder. Conditions pick objects; actions change the world. Deterministic execution, full undo, no code required.

World Tools

Sculpt-and-paint terrain, reusable PBR materials, prefabs with overrides, world layers, outliner folders, precision snapping, and professional transform gizmos with arcball rotation.

Real Physics

Jolt Physics runs a fixed-tick, deterministic simulation of rigid bodies, triggers, and queries, all behind a clean engine interface you author right in the inspector.

Ship Standalone

A dedicated player runtime runs your world without the editor: fixed timestep, input, audio, and a deterministic replay contract for testing your game like an engineer.

Straight from the engine.
Every frame is real.

Sektor Studio
Sektor Studio editing a firelit standing-stone world in the DirectX 12 viewport

Sektor Studio: World Outliner, Inspector, and asset catalog around a live DirectX 12 viewport. This scene was authored by an AI through the control protocol.

Standing stones at dusk with warm firelight and mountain silhouettes
A standing-stone circle at dusk: clustered local lights, fog, and cascaded shadows.
Firelit monolith circle on sculpted terrain
Firelit monoliths on sculpted, painted terrain, rendered in real time with TAA.

Every shot here is a real engine frame, captured through the same render.capture API an AI collaborator uses to see your world. This scene was built entirely through sektor.control/v1 commands: terrain, sculpting, materials, lights, and cameras.

Editor-first,
trust-first.

Most engines bolt an editor onto a runtime. Sektor was built the other way around: the editor's transactional core came first.

  • Everything undoable. Every mutation, whether a gizmo drag, a terrain stroke, or an AI command, is one validated transaction.
  • Crash-safe by design. Atomic saves plus 30-second recovery autosaves that never overwrite your real work.
  • Deterministic documents. Projects are human-readable, versioned, and diff-friendly.
  • Tested like infrastructure. Every engine feature lands with automated test gates.

“The editor is the primary product surface. No tool relies on screen scraping or undocumented side effects.”

Sektor architecture principles

One subscription.
Every asset. One click.

The Sektor Asset Store: a monthly subscription that unlocks the full library of models, materials, audio, and prefabs, with an Import to Project button that streams your selection straight into the engine.

Real assets, honestly labeled. Every item carries a provenance tag (human-made, AI-assisted, or AI-generated), and nothing in the store is ever used to train AI. In Sektor, the AI is your collaborator, not the content mill.

Browse the store →

Get the engine

The Sektor launcher is available now for Windows. It streams release notes as features land and delivers engine builds the moment early access opens. Free, no account needed.