OGEngine is the shared game runtime that connects every OASIS world — shared quests, cross-game inventory, avatar SSO, NFT items, real-world discovery, and AR combat. Build once. Play everywhere.
OGEngine is the game-layer backbone of the OASIS Omniverse — a shared runtime layer built on the WEB5 STAR API and WEB4 OASIS API that makes your game a first-class citizen of a shared, living multiverse.
When a player earns a sword in Our World, it exists in their OASIS inventory. When they find a keycard in a park, it opens a real door in ODOOM. When they gain karma by helping someone in real life, it flows into every connected world. OGEngine is what makes this possible.
Any game that integrates OGEngine gets instant access to the full OASIS player base, cross-game economy, persistent avatar identity, and the real-world discovery network — no backend infrastructure required.
OGEngine is not a single library — it is the contract formed by three integrated layers that together give any game access to the full OASIS multiverse with zero backend infrastructure required.
OGEngine abstracts the entire OASIS infrastructure so your game just calls the API — everything else is handled.
Items, weapons, armour, powerups, keycards, health packs and ammo persist across every connected world. Find a railgun in OQUAKE, use it in ODOOM, trade it in Our World. Every item is player-owned and stored on-chain via the WEB4 OASIS API — not locked to any single game. Items carry rarity tiers and provenance; legendary drops from one game become coveted assets in another. Farm gear in one world, stockpile it, and deploy it anywhere in the Omniverse.
One OASIS avatar identity across every integrated game. Players bring their name, reputation, karma, level history, achievements, and NFT cosmetics wherever they go — no account juggling, no fresh starts. Your rank earned in ODOOM is visible in OQUAKE. Cosmetics minted in Our World appear on your character in every connected title. Clan affiliations, friend lists, messages and active quests all follow your avatar seamlessly across the entire Omniverse — one login, one identity, infinite worlds.
Quests span worlds. Start a quest in Our World, gather a keycard in ODOOM, complete a combat challenge in OQUAKE, then return to claim your reward — OGEngine tracks every stage simultaneously across all connected titles. Quest rewards drop items directly into your shared inventory, usable anywhere in the Omniverse. Progress syncs offline and updates automatically on reconnect. Multi-stage quest chains can involve real-world GPS objectives, NPC dialogue, item crafting, and boss encounters spread across entirely different games.
Real-world and in-game actions earn karma via the OASIS API that flows through every connected world. Positive actions — exercise, eating well, helping the community, picking up litter, spending time in nature — directly raise a player's max health, armour, mana, stamina, ammo and movement speed across every game. At high karma levels, players unlock superpowers — flight, telekinesis, teleportation, super speed, super strength and more — that carry across every OASIS game. The better a person you are in real life, the more extraordinary your avatar becomes.
Weapons, armour, keycards, health packs, kills — any significant item or achievement can be minted as a blockchain-verified NFT. Hold as proof of prowess or trade on the OASIS Marketplace — coming soon.
Physical locations in parks and cities hide digital items — keycards, weapons, armour, powerups. Players must visit them in real life to claim them, then use them in ODOOM, OQUAKE, and beyond.
Fight ODOOM and OQUAKE monsters in real-world parks using augmented reality. With AR glasses taking off, OGEngine will project enemies into your local park — actual exercise disguised as gaming.
Built for performance. OGEngine Client handles request batching, intelligent caching, and multithreaded delivery so your game stays fast even with cross-world calls at scale.
Embed triggers anywhere in your game — inside quests, as objectives, or standalone. Fire audio clips, video playback, text overlays, scripting events and NPC spawns at real-world GPS coordinates or specific in-game locations. Full scriptable control.
OGEngine supports full offline gameplay — progress, inventory and quest state are stored locally and sync automatically when connectivity is restored. Ideal for players with poor or intermittent internet access. Powered by the OASIS Hyperdrive.
The OASIS OS provides a unified hub letting players instantly teleport between any location in any map across any connected game. One persistent identity, one interface, infinite worlds — no loading screens between Omniverse titles.
OGEngine delivers a consistent, cross-game HUD for inventory, active quests, friends list, messages and avatar stats. Players see the same familiar interface regardless of which Omniverse game they're in.
Farm powerups, health packs, weapons, ammo and keycards across any game and send them directly to clan members in the middle of fierce battles or tournaments. Assign a dedicated farmer, build emergency stockpiles, coordinate supply drops across every connected world. A whole new layer of clan strategy DOOM and Quake never had.
Pick up every item in every map — even beyond max capacity — and stack it all in your shared OASIS inventory. Choose to use a stim pack now or bank it for the Cyberdemon. Stockpile for days to finally beat that level you could never get past. Deploy quad damage in a tournament final. And for modders — create brutal new maps knowing players can now stack up before they enter, opening up entirely new areas of design and strategy. DOOM and Quake become FPS/RPG hybrids. A brand new genre. The beginning of the true metaverse.
OGEngine provides full cross-game clan infrastructure — assign roles within your clan (farmer, combat specialist, scout), manage shared stockpiles of weapons, ammo, health and powerups across all connected games, coordinate supply drops to teammates mid-battle, and maintain emergency reserves for tournaments. A level of clan strategy no previous game has offered.
Every major map editor across all 20 OGames connects to OGEngine via the OGEditor SDK — a C# NativeAOT library (OGEditorClient.dll) exporting a pure C ABI. No .NET knowledge required in your editor codebase. ODOOM Editor (UDB fork) ships with a live STAR toolbar for asset browsing, portal placement and quest binding. DarkRadiant/ODOOM3-Editor, TrenchBroom/OQuakeEditor, NetRadiant/OQuake3Editor and Mapster32 all connect through the same SDK — place portals, GeoHotSpot triggers, XP anchors and OASIS quests directly inside any editor you already use. ⬇️ Download OGEditor SDK
Walk through a portal in ODOOM and step out into OQuake's arena — no menu, no loading screen, no boundary. OASIS Portals are native map entities placed inside any OGame's levels using the OGEngine Editor. Step on an oasis_portal entity and the Omniverse Kernel teleports you to the target game, map, and spawn position in real time. Your avatar, inventory, active quests and karma all carry through instantly. Portal destinations span any of the 20 connected OGames — a door in OWolf3D can open onto an ODuke3D level, and a Quake altar can deposit you into a Doom E1M1 secret room. Every portal is bidirectional, player-placed, and powered by the STAR API portal registry.
Deploy collected weapons, health packs and powerups as persistent pet companions that fight alongside your avatar across every connected world. Companions carry their own karma and level up through combat — earn a rare companion in ODOOM and it fights beside you in OQuake. Send companions directly to friends and clan members mid-battle, trade them on the OASIS Marketplace, or mint legendary companions as NFTs. Companion rarity, traits and battle history persist permanently across the Omniverse.
Monsters and NPCs across every connected OGGame are powered by a holonic braid network with collective shared memory — enemies don't just react, they learn. Kill a Baron of Hell in ODOOM and Quake's Shambler adapts its approach in the next session. Tactics, patrol routes and threat assessments propagate across the entire Omniverse in real time. The longer the player base plays, the smarter and more coordinated the opposition becomes — a living AI ecosystem that evolves with every match.
OGEngine manages cross-game tournaments spanning every connected title simultaneously — multi-bracket competitions where ODOOM rounds flow into OQuake arenas and OShadowWarrior heats, all tracked through a single unified leaderboard. Real-time rankings, spectator tools, clan vs. clan brackets and karma-weighted seeding keep every event competitive. Prize pools mint automatically as NFTs and distribute to winners across the Omniverse — no manual payout, no trust required.
NFT items, weapons, cosmetics, and achievements minted across connected games will be tradeable on the OASIS Marketplace — coming soon. We plan to significantly expand and improve it over time — deeper cross-game economies, auction mechanics, clan trading, and much more to come.
Cross-game milestone tracking that spans every connected world — complete a challenge in ODOOM and unlock a reward in OQuake, or earn a rare achievement by hitting objectives across three different games in one session. Achievements mint as NFTs and carry permanent prestige across the entire Omniverse.
Augmented reality overlays bring OGEngine combat into the real world — GPS-anchored enemy spawns, physical boundary mapping, IRL loot drops and live AR matches in real parks. Your OASIS Avatar, inventory and karma carry seamlessly between in-game sessions and AR encounters.
The central cross-world layer connecting every OGEngine game and metaverse — a persistent OASIS HUB where players manage their avatar, inventory and karma, browse connected worlds, launch cross-game portals and access the full OASIS ecosystem from a single unified interface.
Live tech demo showing cross-game inventory, Avatar SSO, GeoHotSpot triggers and OASIS API integration across ODOOM and OQUAKE.
22 OGames powered by OGEngine — three live now, nineteen in active development. Every quest, item, and avatar cross-connects between all of them.
The flagship OASIS world — a real/virtual hybrid RPG set across Earth itself. Earn karma by doing good in real life, explore locations, complete quests, and build your avatar's legacy.
EXPLORE OUR WORLD →Classic demon-slaying FPS reimagined with OASIS integration. Find keycards in real parks to unlock doors. Carry weapons from your shared inventory. Your kills can be minted as NFTs.
EXPLORE ODOOM →Lightning-fast combat fused with the OASIS ecosystem. Discover armour and powerups hidden in real-world locations. Cross-game achievements link with Our World and ODOOM.
EXPLORE OQUAKE →Atmospheric UAC horror with full OASIS inventory, cross-game portals and OGEditorSDK integration via DarkRadiant/ODOOM3-Editor.
IN DEVELOPMENTDoom 3 BFG Edition with expanded OASIS thing types, shared inventory and NFT minting for the BFG-exclusive arsenal.
IN DEVELOPMENTDuke's arsenal crosses into the Omniverse — real-world pipebombs, shared inventory, and full OGEngine quest integration via Mapster32.
IN DEVELOPMENTDuke's world lit by Vulkan path-traced ray-tracing — the full OASIS ecosystem on top of the most visually stunning Build-engine experience ever shipped.
IN DEVELOPMENTThe granddaddy of FPS joins the Omniverse — OASIS inventory, karma system, and cross-game portals in Castle Wolfenstein's corridors.
IN DEVELOPMENTThe Strogg invasion meets the Omniverse — shared armour, tech items and cross-game quests powered by TrenchBroom/OQuakeEditor OASIS FGDs.
IN DEVELOPMENTFull path-traced ray-tracing + OASIS integration — the most visually stunning OGGame, with the same shared inventory and cross-game quest layer.
IN DEVELOPMENTArena-speed combat meets the Omniverse — power token collectables, cross-game quests and portals placed via NetRadiant/OQuake3Editor with OASIS entity defs and the OGEditorClient.dll C ABI.
IN DEVELOPMENTCorvus enters the Omniverse — OASIS inventory, cross-game karma and shared quests in the serpent riders' world, with full map editor integration via ODOOM Editor (UDB fork).
IN DEVELOPMENTThree warrior classes, one Omniverse — OASIS inventory, cross-game karma and shared quests woven through Hexen's hub-based worlds, with map editor integration via ODOOM Editor (UDB fork).
IN DEVELOPMENTLo Wang joins the Omniverse — OASIS inventory, karma and cross-game quests in the Build engine's sharpest shooter, with full Mapster32 editor integration already in place.
IN DEVELOPMENTLo Wang's world transformed by Vulkan path-traced ray-tracing via Duke-RT (Raze fork) — the same full OASIS integration as OShadowWarrior, with stunning real-time global illumination.
IN DEVELOPMENTCaleb's cult-slaughtering rampage enters the Omniverse — OASIS inventory, XP and cross-game portals in Monolith's darkest shooter, running on Raze's Battle engine backend alongside OShadowWarrior and OExhumed.
IN DEVELOPMENTThe Pharaoh's curse meets the Omniverse — OASIS avatar SSO, inventory and XP in Lobotomy Software's Egyptian FPS via Raze's Exhumed backend, sharing engine infrastructure with OBlood and OShadowWarrior.
IN DEVELOPMENTRogue Entertainment's FPS/RPG hybrid joins the Omniverse — OASIS inventory carries gold coins and quest items cross-game, and the Sigil of the One God becomes a unique shared-universe trophy, running on UZDoom alongside OHeretic and OHexen.
IN DEVELOPMENTThe N64's darkest DOOM enters the Omniverse — OASIS inventory, XP and cross-game portals in Midway's atmospheric reimagining, with the Unmaker as a unique shared-universe weapon, running on the definitive Doom64 EX+ port.
IN DEVELOPMENTThyrion's four hero classes — Paladin, Crusader, Necromancer, Assassin — each join the Omniverse with their own OASIS avatar class attribute, cross-game inventory and XP, running on the community-standard uhexen2 (Hammer of Thyrion) engine.
IN DEVELOPMENTB.J. Blazkowicz storms the Omniverse — OASIS inventory, XP and cross-game portals in id Software's WWII supernatural shooter, running on the community-maintained iortcw Q3-engine port with full cross-game Wolfenstein-to-Quake item sharing.
IN DEVELOPMENTVvardenfell opens to the Omniverse — OASIS avatar SSO, cross-game inventory and karma flowing through OpenMW's open-source engine, with world editing via OpenMW-CS.
IN DEVELOPMENTThe infinite sandbox meets the Omniverse — a Fabric mod connecting Minecraft Java Edition to OASIS avatar SSO, cross-game inventory, karma and NFT minting via the OASIS Java SDK.
IN DEVELOPMENTBuilding a game? Integrate OGEngine and join the Omniverse.
START INTEGRATING →When John Carmack and John Romero shipped DOOM in 1993 and Quake in 1996, they didn't just invent the first-person shooter — they planted the first seeds of the shared digital universe. The networked deathmatch, the shared world, the persistent identity: these were the earliest glimpses of what a connected virtual world could feel like. We chose to port DOOM and QUAKE into the OASIS Omniverse first as a tribute to that founding vision — because OGEngine completes what they started, and brings it full circle back to the games that made the metaverse imaginable.
"DOOM and Quake were the first steps toward a shared virtual universe — and the people who built them knew it. We're honoring that vision by making those exact games the first citizens of the OASIS Omniverse. Everything they dreamed the internet could become, we're building — starting with the worlds they created."
— OASIS OMNIVERSE TEAMOGEngine bridges the digital and physical. Real parks hide real items. Real exercise earns real rewards. Real-world good deeds power up your character — in every connected world.
Keycards, weapons, armour, health packs, and powerups are hidden at GPS coordinates in parks and public spaces around the world. Open the Our World companion app, visit the location in real life to claim the item — then carry it into ODOOM, OQUAKE, or any connected world. The same keycard that opens a door in ODOOM might have been sitting under a park bench all along.
Coming soon via Our World AR integration — ODOOM and OQUAKE enemies will be projected into your local park via augmented reality. With AR glasses taking off, you'll fight demons on your morning walk and level up on your lunchtime run. Real movement, real exercise, real gameplay — the park is your arena.
The OASIS karma system rewards real-world positive actions — planting trees, volunteering, picking up litter, cycling, teaching, donating. Karma earned in the real world flows through OGEngine into every connected game, raising max health, armour, mana, stamina, ammo and movement speed — and at high karma levels unlocking superpowers: flight, telekinesis, teleportation, super speed, super strength and more — across every connected OASIS game.
OGEngine doesn't just connect games — it connects your real life to your in-game power. The more good you do in the real world through Our World, the stronger your avatar becomes across every connected game. Pick up litter, exercise, eat well, help your community, spend time in nature — and watch your Doom Slayer become genuinely, measurably harder to kill. This is the true metaverse: real life and digital life becoming one.
Every positive real-world action earns karma in Our World — and that karma directly upgrades your avatar's stats across ODOOM, OQUAKE and every connected game. At high karma levels, players unlock superpowers — flight, telekinesis, teleportation, super speed, super strength and more — that carry across every OASIS game. The more you level up in real life, the more extraordinary your avatar becomes.
In the heat of a fierce battle or tournament match you don't have time to open your inventory. OGEngine gives you instant hotkeys — deploy health or armor in a single keypress without breaking combat flow.
All hotkeys are fully remappable. OGEngine exposes a binding API so individual games can extend or override the default keyset to suit their own control schemes.
Every aspect of gameplay is controlled via oasisstar.json — configurable locally or on the server — so operators, tournament organisers, and modders can define their own rules. Disable stacking for a hardcore server. Enable auto-use on pickup for a speed-run mode. Choose exactly which items and monster kills get minted as NFTs. Set custom max health and armor caps for different tournament tiers. In future, all of these settings will also be configurable directly through OPORTAL and STARNET. The possibilities are endless.
The UAC scientists have really done it this time. In their obsession with pushing the OASIS beyond the limits of known space, they've ripped a hole in the space/time continuum itself — tearing open rifts across the multiverse. Creatures, artefacts, and entire map fragments are bleeding through from parallel universes. Quake monsters are appearing in Doom's corridors. Doom demons are stalking Quake's gothic towers. Keys found in one world unlock doors in another, and only items collected in Our World hold the power to close the rifts for good.
This is a never-ending story — a multi-chapter epic that begins later this year and expands into every new game that joins the OASIS Omniverse. Every world added brings new chapters, new twists, and new plot threads woven into the same living narrative. Stay tuned.
OGEngine exposes the full OASIS ecosystem through the OGEngine Client — a C# Native AOT library that exports a native C ABI, giving your C or C++ game native-speed access to shared inventory, avatar SSO, quests, karma, and more.
The OGEngine Client is written in C# and compiled with Native AOT (Ahead-of-Time) — it ships as OGEngineClient.dll / OGEngineClient.lib exposing a standard C ABI via AOT native bindings. Your C or C++ game links against it and calls ogengine_* functions at native speed — no .NET runtime shipped with your game, no managed overhead at all.
The client acts as middleware between your game and the two OASIS API layers: WEB4 OASIS API handles identity, avatar profiles, wallets, and persistence; WEB5 STAR API drives quests, GeoHotSpots, objectives, and STARNET holons. The client locally merges quest progress so your game never makes raw HTTP calls.
Ships with offline mode and cloud resynchronisation, auto failover, auto load-balancing, auto-replication, built-in caching, batching, and multithreading. Runs on Windows, Linux, and macOS.
// Link OGEngineClient.dll / OGEngineClient.lib — C# Native AOT, native C ABI #include "OGEngineClient.h" // Initialise with your game ID and API key ogengine_init("your-game-id", "sk_live_..."); // Load the shared OASIS avatar — same across Our World, ODOOM, OQUAKE OGAvatar avatar = ogengine_avatar_get_current(); // Check shared inventory — keycard found in a park unlocks a door in ODOOM if (ogengine_inventory_has(avatar.id, "keycard_level_3")) { OpenDoor(door_id); } // Award karma — propagates to all connected worlds instantly ogengine_karma_award(avatar.id, "monster_killed", 5); // Sync quest progress locally — no raw HTTP calls from your game DLL ogengine_quest_sync(avatar.id, "quest_baron_of_hell"); // Mint a kill as an NFT ogengine_nft_mint(avatar.id, "boss_kill_baron");
The OGEditor SDK is a C# NativeAOT library (OGEditorClient.dll) exporting a pure C ABI — giving any C or C++ map editor plugin live access to the full OASIS ecosystem: cross-game asset catalog, portal registry, quest binding, STAR API sync, and map sidecar I/O. No .NET runtime required in your editor.
Load the DLL at startup with LoadLibrary / dlopen, call ogeditor_* functions — and gain live access to the OASIS cross-game asset catalog, portal pair management, quest binding, and STAR API sync. UltimateDoomBuilder references OGEditorSDK directly in C# as the primary host. All other editors load OGEditorClient.dll via the C ABI — the same DLL, five editors, all 20 OGames.
| EDITOR | OGAMES COVERED | ENGINE FAMILY |
|---|---|---|
| UltimateDoomBuilder | ODOOM · OHeretic · OHexen · OStrife · ODoom64 | Doom WAD |
| TrenchBroom | OQuake · OQuake2 | Quake BSP |
| NetRadiant | OQuake3 · ORtCW | Q3 / idTech3 |
| DarkRadiant | ODOOM3 · ODOOM3-BFG | idTech4 |
| Mapster32 | ODuke3D · OBlood · OExhumed · OShadowWarrior | Build engine |
// Link OGEditorClient.dll — C# Native AOT, pure C ABI #include "OGEditorClient.h" // Connect to STAR API — live asset catalog, portal registry, quests ogeditor_star_connect("https://api.starnet.oasisomniverse.one", jwt); // Browse all OASIS assets for any OGame OGAsset assets[256]; int n = ogeditor_get_assets_for_game("ODOOM3", assets, 256); // Resolve a native classname → OASIS thing type int thing = ogeditor_get_thing_type("OQUAKE", "monster_shambler"); // Register a cross-game portal — ODOOM E1M1 → OQuake e1m1 ogeditor_register_portal_pair( "ODOOM", "E1M1", "exit_to_quake", "OQUAKE", "e1m1", 512.f, 0.f, 64.f, 90.f ); // List quests from STAR API for the Quest Binder panel OGQuest quests[64]; int qn = ogeditor_get_quests_json("ODOOM", quests, 64); // Save the OASIS sidecar alongside your map file ogeditor_sidecar_save("/maps/E1M1.wad");
Every metaverse platform has promised seamless worlds. None have delivered. The OASIS Omniverse is different — not because of the promise, but because the infrastructure to fulfil it already exists. OGEngine is the layer that makes it real.
Walk through a portal in ODOOM and step out into OQuake's arena. No menu. No load screen. No boundary. The ODOOM Editor will let anyone place and configure these cross-game teleports — between maps, between games, between worlds.
The ODOOM Editor already supports full map editing with Doom and Quake asset placement. Once the OASIS OS/HUB is complete, it will allow placement and configuration of cross-game portals — teleports that carry your avatar, inventory and karma seamlessly into any connected world.
As more games are ported into the OASIS Omniverse, the portal network grows. Every new title is another node. The boundaries don't just blur — they dissolve entirely. Separate games become one infinite, seamless world. This is the Singularity.
Your OASIS Avatar, inventory, karma and achievements are persistent across every world you step into. When you walk through a portal, everything comes with you — your weapons, your stats, your identity. One sovereign player. Infinite worlds. No restarting. No re-logging. Just play.
OGEngine is integrating frontier AI agents directly into gameplay. Monsters and NPCs will be controlled by the world's most powerful AI models — Claude, ChatGPT, Grok, Gemini, DeepSeek, and others — each with its own personality, tactics, and memory. This isn't scripted behaviour. These agents observe, adapt, coordinate, and evolve. The possibilities are endless, and we are only just getting started.
OGEngine evolves with every OASIS release. Here's what we're building toward.
Shared inventory, avatar SSO, karma propagation, cross-game quests, and NFT minting live via the OGEngine Client. Our World, ODOOM, and OQUAKE all connected.
GPS-anchored item caches hidden in parks globally. Players use the Our World companion app to physically visit locations and claim weapons, armour, keycards, and powerups for use in any connected world.
NFT minting is live — boss kills, rare finds, and legendary items are already minted as verifiable on-chain collectables. The OASIS Marketplace is in progress and coming soon, with plans to expand it significantly with much more to come.
The unified OASIS Operating System — a persistent HUB letting players teleport between any map in any game instantly, with a shared HUD for inventory, quests, friends, messages, and avatar stats across every connected world.
A multi-chapter story spanning ODOOM, OQUAKE, Our World and beyond — beginning later this year. UAC scientists have torn a hole in the space/time continuum, bleeding monsters and artefacts across the multiverse. Every chapter weaves through multiple worlds. The story never ends.
Powered by Our World — project ODOOM and OQUAKE enemies into real-world parks via augmented reality. Fight demons on your morning run, level up on your lunchtime walk — exercise as gameplay.
Frontier AI agents — Claude, ChatGPT, Grok, Gemini, DeepSeek and others — take control of monsters and NPCs. AI Tournaments pit agents against each other as Cyberdemons. Battle modes where agents coordinate, learn your strategies, and evolve. The possibilities are endless.
Seventeen new OGames now have full OGEngine integration code: ODOOM3 (Doom 3), ODOOM3-BFG (BFG Edition), ODuke3D (Duke Nukem 3D), OWolf3D (Wolfenstein 3D), OQuake2, OQuake2-RTX, OQuake3, OHeretic (UZDoom), OHexen (UZDoom), OShadowWarrior (Raze), OShadowWarriorRT (Duke-RT), OBlood (Raze), OExhumed (Raze), OStrife (UZDoom), ODoom64 (Doom64 EX+), OHexenII (uhexen2), and ORtCW (iortcw) — all connected via the same OGEditorClient.dll C ABI and inheriting the full cross-game quest, inventory and karma ecosystem from day one.
Enterprise-grade multiplayer networking powered by PhotonEngine — seamless real-time synchronization across ODOOM, OQUAKE, and OGEngine games with support for massive concurrent player counts, low-latency combat, and global server infrastructure.
An official OGEngine SDK for building plugins, custom game modes and engine extensions — published, versioned and monetized through STARNET, with royalties flowing back to the creators who build the tools other developers rely on.
AI-assisted level and world generation tools that let developers spin up entire connected regions — terrain, quests, NPCs and loot tables — in minutes, then hand-tune the result inside the Map Editor.
Cross-game guilds, shared world events, real-world tournament integration, OLAND digital land for OGEngine games, multiplayer AR battles, OIDE visual quest builder with built-in no-code quest creation, and much more on the horizon...
Integrate OGEngine and give your players shared quests, cross-world inventory, persistent karma, and access to the full OASIS ecosystem — from day one.