Game engine

PapaiArt ToolsFPS Lab

Assemble a scene, wire up behaviour with visual scripting, press Play, and export a standalone Windows game. Native Vulkan, fast startup, no project import step.

In developmentv0.8.8WindowsFree · Pay what you want
PapaiArt Tools – FPS Lab
FPS Lab interface
Status
In development
Latest version
v0.8.8
Platform
Windows
Price
Free
Last update
Sep 5, 2026
Overview

A free game engine for first-person games. Build by connecting nodes, not by writing code.

FPS Lab is a game engine where you build the game by connecting visual nodes instead of writing code. The player controller, the weapon handling and most of the built-in tooling are built for first-person games. The scene, scripting, UI and build systems are general, so third-person games, walking sims and puzzle games work too.

It's aimed mostly at people making their first game. Everything happens in one editor window with a few tabs. A beginner handbook starts from an empty scene and works up to a zombie shooter and a horror game. The first project, a room you can walk around in, takes about ten minutes.

The engine is free, with no paid unlock, no watermark on your builds and no revenue share. What you make is yours: an exported game is a standalone program with no engine, launcher or licence check behind it. Development is funded by the community.

Features

What's inside

01 / 06

Scene and objects

Build your level from a hierarchy of objects, bring in your own models, and pull in finished maps from the other PapaiArt tools.

  • Move, rotate and edit several objects at once
  • FBX and glTF/GLB import, skeletons and animations included
  • Prefabs you can place in the editor or spawn while the game runs
  • Import finished levels from Level Modeller with baked lighting, or a Level Editor map
  • New objects appear where you are looking, not at the world origin
FPS Lab: Scene and objects
02 / 06

Visual scripting

Events, flow, variables, arrays and globals: enough for pickups, an inventory, enemy AI and keeping score.

  • A player who walks, collides with walls and sets off triggers
  • Raycast shooting and collision layers that decide what hits what
  • Jolt rigid-body physics for things that fall, roll and get pushed
  • Sound placed in 3D space, with mixer buses for music and effects
  • Name your controls once in the Input Manager and rebinding becomes a settings screen
FPS Lab: Visual scripting
03 / 06

Enemies that find their own way

Place a Nav Volume, press Bake, and a Nav Agent walks (or flies) to wherever you send it.

  • Around walls, up stairs, off ledges and around the other agents
  • Chase, patrol, stop, "could it even reach me from there?", all from script nodes
  • The floor the AI can actually use is drawn in the editor, so you see what it sees
  • A voxel field instead of a navmesh, so flying enemies need no extra setup
FPS Lab: Enemies that find their own way
04 / 06

How it looks

Shared PBR materials, node-built material effects and screen effects you can see live in the editor.

  • Build material effects by connecting nodes, with a live preview and no shader code
  • Lights, shadows and baked lighting; mipmapping and anisotropic filtering
  • Fog, vignette, VHS and other screen effects, live in the editor, not only in play
  • Classic 2D sprite enemies with eight viewing angles from a single image sheet
  • Particles, 3D text and level of detail that never changes collision
FPS Lab: How it looks
05 / 06

Animation that doesn't snap

Keyframe anything on a timeline, cut long takes into clips and blend between them.

  • Blend input on Play Animation, so a weapon or a door never pops between poses
  • On Animation End event: no more polling every frame
  • Frame events: a footstep on the frame the boot lands, a muzzle flash on the exact frame
  • A weapon held in view that sways and bobs as you move
FPS Lab: Animation that doesn't snap
06 / 06

Turning it into a game

Menus, scene flow and a single build step that produces a real Windows program.

  • On-screen UI: health bar, score, pause screen and a settings menu that works
  • Chain your scenes together with the Game Flow graph
  • Game-wide settings for collision layers, controls and frame rate
  • One build step produces a standalone .exe that runs without FPS Lab
FPS Lab: Turning it into a game
What's next

Linux & macOS export

Builds for more platforms are next on the list.

More script nodes

New nodes, prioritised by what people ask for.

More handbook

More chapters and example projects for beginners.

See it in action

Watch FPS Lab

▶ FPS Lab trailer
Gallery

Screenshots

Devlog

Development timeline

4 updates since August 7, 2026. Newest first.

  1. v0.8.8

    FPS Lab 0.8.8 - New animation features

    This update is all about the animation system. Three things, and each one removes a workaround you were probably already writing. The Play Animation node has a new Blend input: how long, in seconds, the object takes to…

  2. v0.8.1

    FPS Lab 0.8.1 - LOD - UI - Prformance optimalization

    Mesh objects can now carry cheaper stand-in geometry. LOD0 stays SceneObject::mesh ; the extra levels live in a new lods list, each with the relative screen height below which it takes over. Screen height rather than…

  3. v0.7.7

    FPS Lab 0.7.7 Updates

    Prefab Mode got a new toolbar toggle. With it on, the camera preview no longer shows a selected camera object — it looks through the player's eye : the stage origin is the eye the weapon hangs off, framed with the…

  4. v0.7.3

    FPS Lab 0.7.3 - Navigation Volume and Agent System

    Until this build, an enemy in FPS Lab could only walk the straight line to you. That is what Move Towards does, and it is what the zombie in the handbook's project 4 does — which works beautifully in an open room and…

Get FPS Lab free

A free game engine for first-person games. Build by connecting nodes, not by writing code.

Windows 10 or newer, 64-bitA GPU with Vulkan supportNo installer and no account: unzip and run

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