From the heart of Croatia. Played everywhere.

Our origins

We're a Croatian studio driven by a deep passion for games and the craft behind them.

The studio

A small team turning ideas into interactive worlds through design and creativity.

European Union

Supported by a network that drives innovation across Europe's creative industries.

In-house C# and .NET 3D engine

Iskra Engine

Iskra Engine powers Evergarden Games projects and internal tools. It includes rendering, physics, animation, asset management, runtime UI, diagnostics, and multiplayer systems.

Language C# / .NET
Graphics API OpenGL 4.6
Audio OpenAL, Spatial Audio & Raytraced Acoustics
Runtime Focus Real-time worlds
Multiplayer Dedicated Servers & Rollback
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Showcase

See it in motion.

The video shows the current renderer, materials, lighting, terrain, animation, particles, physics, and runtime tooling.

Feature Overview

Current engine systems

Iskra Engine is developed in the Evergarden Games repository. The process host, scene runtime, renderer, simulation systems, content pipeline, tools, and networking layer are separate engine modules with explicit ownership and lifecycle rules.

A runtime built as one coherent system

Scene lifecycle, ownership, and core systems

Iskra Engine brings scene management, entities, components, input, timing, animation, audio, UI, saving, and configuration into a single C# and .NET runtime. Its process host coordinates startup, updates, fixed simulation, network ticks, rendering, resizing, and shutdown, while explicit ownership rules keep shared assets, scene resources, native objects, and GPU resources predictable throughout their lifetimes.

Rendering and simulation

Real-time graphics backed by fixed-step gameplay

The renderer uses an OpenGL 4.6 desktop path with deferred opaque rendering, deferred lighting, forward transparency, physically based materials, shadow mapping, image-based lighting, terrain, skeletal animation, particles, and procedural geometry. A broad set of diagnostic views makes it possible to inspect lighting, buffers, collision, occlusion, audio ranges, and other runtime systems directly inside the engine.

Gameplay runs on a fixed-step simulation powered by BepuPhysics, with static, dynamic, and kinematic bodies, common collider shapes, collision and trigger callbacks, raycasts, spatial queries, navigation surfaces, pathfinding agents, and state-machine helpers.

Content without friction

A practical pipeline for assets, iteration, and tools

A shared asset manager handles caching, normalized paths, streaming-friendly handles, and scene-scoped disposal. Iskra Engine imports OBJ, FBX, glTF, and GLB models, supports procedural meshes and runtime-generated materials, and can hot reload shaders, textures, materials, and scene files while the project is running.

  • Dedicated asset and build tools
  • Separate animation authoring application
  • Rendering and scene validation workflows
  • Structured logging and profiling hooks
  • Runtime metrics and diagnostic overlays
  • Automated subsystem and contract tests

Audio, UI, and multiplayer from the start

Production systems built into the engine architecture

The engine includes 2D and spatial 3D audio, attenuation, looping, pitch control, listener and source components, voice capture, and multiplayer voice playback. Its runtime UI is owned by the engine and written in C#, with HTML-based documents, stylesheets, retained layout, bindings, modals, and built-in controls.

Multiplayer is part of the architecture rather than an afterthought. Iskra Engine supports authoritative client-server play, headless dedicated servers, world snapshots, remote-player interpolation, peer-to-peer rollback, late-input correction, deterministic replay and state hashing, voice systems, Steamworks integration, and online-service abstractions.

Designed for modern game development

Iskra Engine is Evergarden Games' production engine. It combines rendering, scene management, physics, animation, audio, UI, content tools, asset management, and multiplayer into a single C# and .NET runtime for developing real-time games.