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Cleoselene

A Multiplayer-First Server-Rendered Game Engine with Lua Scripting.

Play Demo: Astro Maze
curl -fsSL https://cleoselene.com/install | bash

Supported: macOS (Universal: M1/M2/M3 & Intel), Linux (x64). Windows soon.

Why Cleoselene?

đŸ•šī¸ Multiplayer as Simplicity

Code multiplayer games as simple as single-player. No more worrying about client-server state sync or lag compensation. Just one loop, everywhere.

⚡ Primitive Streaming

We stream drawing primitives instead of heavy pixels or complex state objects. It's faster than cloud gaming and lighter than traditional networking.

🚀 High Performance

All performance-critical logic (Physics, Pathfinding) runs in Native Rust. Communication is powered by WebRTC for sub-frame latency.

đŸ›Ąī¸ Impossible to Cheat

Since the game is entirely server-rendered, the client has zero knowledge of the game state. No wallhacks, no aimbots, no compromise.

đŸ¤Ģ Hide Your Secrets

Keep your game's internal logic and secrets safe. Since your script never leaves the server, players can't reverse-engineer your code or find hidden content.

🌍 Host Anywhere

Total freedom. This version of the engine is free for personal or commercial use on your own infrastructure. No lock-in, no per-player fees.

🤖 AI-Native Debugging

Built for the AI era. Use the --debug-mcp flag to let LLMs (Claude, Gemini) inspect variables, evaluate code, and visualize game state in real-time.

â¤ī¸ Open Source

Cleoselene is fully open source! Support us by giving a star on GitHub.

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Features

Get Started

Download the binary and run:

cleoselene my_game.lua

API Reference

Cleoselene Manual

A Multiplayer-First Server-Rendered Game Engine with Lua Scripting.

CLI Usage

Flag Description
-h, --help Print this help manual and exit.
-V, --version Print engine version and exit.
--port <PORT> Port to start the server on (default: 3425).
--debug Enable the remote debug endpoint at /debug.
--test Run the script in headless test mode (init + 1 update) and exit.

Game Structure

A minimal game script (main.lua) must implement these callbacks:

-- Called once when the server starts
function init()
    -- Initialize physics, load assets, setup state
    db = api.new_spatial_db(250)
    phys = api.new_physics_world(db)
    api.load_sound("jump", "assets/jump.wav")
end

-- Called every server frame (typically 30 TPS)
function update(dt)
    -- Advance physics simulation
    phys:step(dt)
end

-- Called for EACH connected client to generate their frame
function draw(session_id)
    api.clear_screen(20, 20, 30)
    api.set_color(255, 255, 255)
    api.draw_text("Session: " .. session_id, 10, 10)
end

-- Network Events
function on_connect(session_id) end
function on_disconnect(session_id) end
function on_input(session_id, key_code, is_down) end

API Reference

Display & Coordinates

The engine uses a fixed virtual coordinate system of 800x600. The output is automatically scaled to fit the client screen.

Graphics & Sound

Method Description
api.clear_screen(r, g, b) Clears the frame with a background color.
api.set_color(r, g, b, [a]) Sets the current drawing color.
api.fill_rect(x, y, w, h) Draws a filled rectangle.
api.draw_line(x1, y1, x2, y2, [width]) Draws a line.
api.draw_text(text, x, y) Draws text at position.
api.load_image(name, url) Preloads an image/sprite from a URL or local path.
api.draw_image(name, x, y, [w, h, sx, sy, sw, sh, r, ox, oy]) Draws a (sub)image with optional scaling, rotation, and origin.
api.load_sound(name, url) Preloads a sound from a URL/path.
api.play_sound(name, [loop]) Plays a loaded sound.
api.stop_sound(name) Stops a sound.
api.set_volume(name, volume) Sets volume (0.0 to 1.0).

Spatial DB (Geometry & Physics)

Creation

local db = api.new_spatial_db(cell_size)
local phys = api.new_physics_world(db)

Object Management

Method Description Returns
db:add_circle(x, y, radius, tag) Registers a circular entity. id
db:add_segment(x1, y1, x2, y2, tag) Registers a line segment. id
db:remove(id) Removes an entity. nil
db:update(id, x, y) Teleports an entity. nil
db:get_position(id) Returns current x, y. x, y

Physics integration

Method Description
phys:add_body(id, props) Adds physics: {mass, restitution, drag}.
phys:set_velocity(id, vx, vy) Sets body velocity.
phys:get_velocity(id) Returns vx, vy.
phys:set_gravity(x, y) Sets global gravity.
phys:step(dt) Advances simulation and updates DB.
phys:get_collision_events() Returns list of collisions: {{idA, idB}, ...}.

Queries (Sensors)

Method Description
db:query_range(x, y, r, [tag]) Finds entity IDs within radius r.
db:query_rect(x1, y1, x2, y2, [tag]) Finds entity IDs within AABB.
db:cast_ray(x, y, angle, dist, [tag]) Returns id, frac, hit_x, hit_y.

Debugging

Start engine with --debug.

Debug Endpoint (/debug)

Send POST requests with Lua code to http://localhost:3425/debug.

# Example: Inspect player state
curl -X POST -d "local State = require('state'); return State.players" http://localhost:3425/debug

Testing

Start engine with --test.

cleoselene my_game.lua --test

Headless mode: runs init() and one update(0.1) cycle, then exits with code 0 (success) or 1 (error).