Studio editor
A live 3D editor inspired by the best of the old web — drag parts, group them, tweak properties, and playtest in the same viewport.
KUBORA is a free desktop platform where you sculpt 3D worlds, script them in KUB, and jump in with friends in real time. New in v0.2 — JSON Game: describe a world in plain JSON (or have Claude write it) and load it straight into Studio.
A live 3D editor inspired by the best of the old web — drag parts, group them, tweak properties, and playtest in the same viewport.
Author a full world as a JSON file — parts, scripts, spawn, settings. Drop it into Studio, play it live. Paste the docs into Claude and get a playable game back.
Write game logic with a visual block editor or switch to KUB text. Both modes talk to the same engine API — swap anytime, hot-reload always.
Drop in .rbxl, .rbxlx,
.rbxm, or .rbxmx files and
KUBORA parses the tree into native parts.
Menus, HUD overlays and timers authored from a KUB script. Update a label every tick — the engine reconciles widgets by id, so nothing duplicates or flickers.
Hit Publish — your game lands in the Community shelf and anyone signed in can Play, instantly sharing a room with you.
Every KUBORA world — parts, colors, scripts, spawn, settings — serializes into one clean JSON document. Write it by hand in VS Code, generate it with a script, or hand a prompt to Claude and let the model draft the whole world for you. Load it in Studio and the game runs.
v: 2 today, forward-compatible
The docs include a full system prompt that teaches the
model the JSON Game schema, KUB language, and design
rules. Ask for “a 20-platform lava parkour with
a moving checkpoint” and Claude returns a
ready-to-load .json.
KUB is the scripting language baked into KUBORA. Reads like Lua, feels like a game language — events, parts, physics and multiplayer are built-in primitives, not libraries you pull off GitHub.
From inside a KUB script you can author real menus,
absolute-positioned HUD overlays, and timers that
fire named functions. Update them every frame — the
engine reconciles widgets by id, so calling
menu_label(m, "score", str(n)) on every
tick just updates that one row.
Spawn primitives, paint them, stack them, wire them to a script. Live Mode runs your world with the same physics the shipped game uses — no "works in editor, breaks at runtime".
Click Play, meet everyone else who clicked Play. No server picker, no shard list, no one spawning alone by accident. Real-time chat, inline invites, and live friend dots.
Rich invite cards inline in DMs. Join or Decline with one click — the sender gets a courtesy reply either way.
Green dots light up the moment a friend comes online. Positions update at 15 Hz over a Phoenix socket.
Two built-in modes ship with the client. Your published games slot in alongside them.
Every world marked public in Studio shows up here within a second — no refresh, no delay. This list is wired straight to the same Postgres your client reads from, over a live WebSocket. New game appears? It slides in.
No Electron, no proprietary runtime, no dying framework. KUBORA is a native Rust binary that speaks to a Phoenix channel and a Postgres backend — a stack you can still run in ten years.
Custom renderer, no Godot or Unity. Pure wgpu on top of winit, rapier for physics.
Immediate-mode UI that recompiles with the game — every panel is just a function.
Same engine API for both. Text people and visual people work in the same project.
WebSocket realtime through Elixir. 15 Hz position sync, fanout chat, presence events.
Postgres + auth + storage on the free tier. Every client is its own row-level-secure user.
Native parser for .rbxl, .rbxlx, .rbxm, .rbxmx. Drag in, play out.
KUBORA isn't a platform that will turn on its community in two years. Here's what you actually get when you install.
No trial, no paywall, no premium tier. Every tool in the studio ships with the 21 MB executable.
Save locally or to the cloud — your call. Export a project folder any time and walk away with the source.
Zero in-game stores, zero gacha, zero cosmetics you rent for 90 days. The engine does not ship a currency.
Build and test with no internet. Sign in only when you want to publish, chat, or hop into friends' lobbies.
KUB reads like a proper scripting language, not a stunted toy. Text people and visual people ship in the same project.
What the editor plays is what a player plays. No "works in editor, breaks live" surprise at publish time.
KUBORA is the game-making platform Roblox used to be before the shareholders showed up. Here's what that means in practice.
KUBORA count is pulled live from our Supabase presence table. Roblox's public API blocks cross-origin reads, so we animate their last-reported peak CCU as a reference point — labeled APPROX so nobody gets misled.
Windows desktop alpha. macOS and Linux builds are on the roadmap.
No launcher, no installer, no telemetry beyond what you explicitly opt into. Run the executable, sign in or play as guest, and you're in.