DragonRuby Game Toolkit
A downloadable game engine for Windows, macOS, and Linux
DragonRuby Game Toolkit is a commercial-grade, yet beginner-friendly, 2D game engine. It's tiny (~3MB), fast as hell, and cross-platform. The Standard License (this page) is a one-time purchase and includes support for: PC, Mac, Linux, Raspberry Pi, and Web (wasm).
| Updated | Nov 25, 2021, Total releases (so far): 100 |
| Inception | Apr 19, 2019 |
| Status | Released |
| Category | Game engine |
| Platforms | Windows, macOS, Linux, Raspberry Pi |
| Rating | ★★★★★(91) |
| Author | DragonRuby |
| Tags | 2D, dragonruby, Game engine, Moddable, ruby |
Tech Demo
Here is what's possible with just a Standard license.
Tour and Tutorial
Ryan put together a 5-minute intro to DragonRuby, to give you a whirlwind tour of the big ideas.
Features
- Dirt simple, data-oriented APIs capable of creating complex 2D games.
- Fast as hell. Powered by highly optimized C code written by Ryan C. Gordon, one of the juggernauts behind SDL (a library that powers every commercial game engine in the world).
- Battle-tested by Amir Rajan, a critically acclaimed indie game dev with titles built with DragonRuby on mobile and the Nintendo Switch.
- Tiny. Like really tiny. The entire engine is a few megabytes.
- Hot loaded, real-time coding, optimized to provide constant feedback to the dev. Productive and an absolute joy to use.
- Turnkey builds for Windows, macOS, and Linux with seamless publishing to Itch.io.
- Cross-platform: PC, Mac, Linux, Raspberry PI, Web, iOS, Android, Nintendo Switch, XBOX One, and PS4 (mobile requires a Pro License, and console compilation requires a business entity, and NDA verification; contact us at support@dragonruby.org for more info).
The Standard license is a one-time/lifetime purchase. Indie and Pro licenses are subscription-based but come with some incredibly powerful features.
| Standard | Indie | Pro + VR |
| MacOS | MacOS | MacOS |
| Windows | Windows | Windows |
| Linux | Linux | Linux |
| Raspberry Pi | Raspberry Pi | Raspberry Pi |
| Web Builds | Web Builds | Web Builds |
| Itch.io Automation | Itch.io Automation | Itch.io Automation |
| In-Game Web Server | In-Game Web Server | In-Game Web Server |
| - | C Extensions | C Extensions |
| - | Sound Synthesis | Sound Synthesis |
| - | Bytecode Compilation | Bytecode Compilation |
| - | - | iOS |
| - | - | Android |
| - | - | Oculus Quest |
| - | - | MP4 Replay Export |
| - | - | 🔜 : HD Mode |
| - | - | 🔜 : All Screen Mode |
| - | - | 🔜 : Portrait Mode |
| - | - | 🔜 : Triangle Primitives |
| Purchase | Purchase | Purchase |
Free Unrestricted License
You are eligible for a free license if any of the following items pertain to you:
- Your income is below $2000 (USD) per month.
- You are under 18 years of age.
- You are a student of any type: traditional public school, homeschooling, college, boot camp, or online.
- You are a teacher, mentor, or parent who wants to teach a kid how to code.
- You work/worked in public service or at a charitable organization: for example public office, army, or any 501(c)(3) organization.
Just contact Amir at ar@amirrajan.net with a short explanation of your current situation and he'll set you up. No questions asked.
Hello World is one file, three lines.
This is all you need to create a game. One file. One method called tick. Here we render the current step value as a label:
def tick args args.outputs.labels << [100, 100, args.state.tick_count] end
That's it. If you know how to use the array datatype in any language, you know everything needed to get started with DragonRuby Game Toolkit. Play around with the engine in your browser.
You can skim our documentation here if you need more details.
Output: Six rendering primitives are all you need.
Here are the six draw primitives you need to know: solids, sprites, labels, lines, borders, and sounds. Here is how you use them:
def tick args # draw a blue square that's half way faded out args.outputs.solids << [100, 100, 50, 50, 0, 0, 255, 128] # draw a red label args.outputs.labels << [100, 100, "This is a label.", 255, 0, 0] # draw a sprite turned 45 degrees and half way faded out args.outputs.sprites << [200, 200, 50, 50, 'ninja.png', 45, 128] # draw a diagonal green line from bottom left to top right args.outputs.lines << [0, 0, 1280, 720, 0, 255, 0] # draw a black border (unfilled square) args.outputs.borders << [100, 100, 50, 50, 0, 0, 0, 255] # play a sound every second args.outputs.sounds << "ping.wav" if args.state.tick_count % 60 == 0 end
That's it. You now know the entire render API for DragonRuby.
Here's a more complicated example. This is how you create a nighttime scene, with a title, and a ninja:
solids: A black background, and two hundred stars made of tiny squares.labels: Display some smokey-white text.sounds: Play a sound when the game starts up.sprites: Render a sprite on the screen.lines: Draw a line representing the floorborders: Frame the entire scene with a white border.
def tick args
# destructure args into local variables
state, outputs, grid = args.state, args.outputs, args.grid
# set some default values for the game
state.colors.background ||= [0, 0, 0]
state.colors.star ||= [128, 200, 255]
state.colors.text ||= [200, 200, 200]
state.colors.landmarks ||= [255, 255, 255]
state.night ||= [grid.rect, state.colors.background]
state.stars ||= 200.map do
[rand * grid.w,
rand * grid.h,
rand * 2 + 2,
rand * 2 + 2,
state.colors.star]
end
# start up some background music
outputs.sounds << "opening_fx.wav" if state.tick_count == 0
# render the background and stars
outputs.solids << state.night
outputs.solids << state.stars
# set a title for the game
outputs.labels << [grid.left + 50, grid.top - 50,
"Ninja Game", state.colors.text]
# set a sprite
outputs.sprites << [50, 50, 50, 50, 'ninja.png']
# create a line that represents the ground
outputs.lines << [grid.left,
grid.bottom + 50,
grid.right,
grid.bottom + 50,
state.colors.landmarks]
# create a border to frame the game
outputs.borders << [grid.left + 1,
grid.bottom + 1,
grid.right - 1,
grid.top - 1,
state.colors.landmarks]
end
Input: Controllers, Mouse, and Keyboard.
This is how you move a sprite using your gamepad:
args.state.ninja.x ||= 100
args.outputs.sprites << [args.state.ninja.x, 300,
50, 50,
'ninja.png']
if args.inputs.controller_one.key_held.right
args.state.ninja.x += 10
elsif args.inputs.controller_one.key_held.left
args.state.ninja.x -= 10
end
This is how you move a sprite using your mouse:
args.state.ninja.x ||= 100
args.outputs.sprites << [
args.state.ninja.x,
300,
50,
50,
'ninja.png'
]
if args.inputs.mouse.click
args.state.ninja.x = args.inputs.mouse.click.point.x
end
This is how you move a sprite using your keyboard:
args.state.ninja.x ||= 100 args.outputs.sprites << [ args.state.ninja.x, 300, 50, 50, 'ninja.png' ] if args.inputs.keyboard.key_held.right args.state.ninja.x += 10 elsif args.inputs.keyboard.key_held.left args.state.ninja.x -= 10 end
Game State: Entities and Collision.
Randomly create 500 ninjas on the screen. Create a lookup table that contains the alpha property of ninjas that have collided. Present all ninjas with their alpha properties set.
def tick args
# destructure args into local variables
grid, state, outputs = args.grid, args.state, args.outputs
# use Game Toolkit's built in helper methods to create
# adhoc entities
state.ninjas ||= 500.map do
state.new_entity(:ninja,
rect: [grid.w.-(50) * rand,
grid.h.-(50) * rand,
50,
50])
end
# use Ruby's powerful apis to determine collision
state.collisions ||= state.ninja
.product
.reject { |n, n2| n == n2 }
.find_all { |n, n2| n.rect.intersects_rect?(n2.rect) }
.map { |n, _| [n.entity_id, 128] }
.pairs_to_hash
#render everything to the screen
outputs.sprites << state.ninjas.map do |n|
[n.rect, 'dragonruby.png', 0,
state.collisions[n.entity_id] || 255]
end
end
The developers behind DragonRuby Game Toolkit.
This is Ryan C. Gordon (Wikipedia), he is one of the juggernauts behind Simple DirectMedia Layer (Wikipedia).
Ya know...
SDL.
That low-level library that powers literally every commercial game engine out there?
He's also worked on porting a number of games to Linux and Mac OS: such as Braid, Super Meat Boy, Dear Esther, and LIMBO.

And this is Amir Rajan, he is an indie game dev with titles on iOS, Android, desktop, and Nintendo Switch... amassing 4 million downloads and counting (Nintendo, Kill Screen, The New Yorker). And yes, all these games are built with the DragonRuby Runtime.

Both of these guys hate the complexity of today's engines. And as luck would have it, their paths ended up crossing. After six months and 50,000 lines of DragonRuby Runtime enhancements, Ryan and Amir now have a live/hot loadable, cruft-free, productive game engine that can target... well... any gaming device you can think of.
| Updated | 7 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | Windows, macOS, Linux |
| Rating | |
| Author | DragonRuby |
| Tags | 2D, dragonruby, Game engine, Moddable, ruby |
Download
Click download now to get access to the following files:
Development log
- 3.0 RTM, Oculus VR, Indie Tier, and Black Friday Discounts54 days ago
- Oculus Quest and DragonRuby66 days ago
- DragonRuby Game Toolkit 3.0 GM Released83 days ago
- DragonRuby Game Toolkit 3.0 Release Candidate91 days ago
- Beta 2 released for DragonRuby Game Toolkit 3.0Oct 05, 2021
- Beta released for DragonRuby Game Toolkit 3.0Sep 28, 2021
- We're a part of the the Bundle for Racial Justice!Jun 08, 2020
- LOWREZ Game Jam!Aug 03, 2019

