I'm building my own game engine & the games it powers, and I reverse-engineer closed-source games to make them more immersive... without ever having their source code.
Get lost in other worlds.
My focus now is Multiverse Engine, my own engine in C++ and Direct3D 12, built to power Multiverse, a dimensional-exploration game. Around them: whole console generations (N64, GameCube, Wii, Dreamcast, PlayStation and more) brought into real per-eye VR, and major systems of No Man's Sky reshaped from the inside.
The retro games I bring into VR, and the worlds I build from scratch, are after the same thing: making people feel truly there, in places that could never exist.
Free fan projects
VR ports and mods of games I love.
VR ports · One installer
Multiverse VR Hub
Every port is a real per-eye stereoscopic fork that runs on any OpenXR runtime: the whole game renders in the headset, not on a flat screen floating in front of you. The hub is one small exe that installs them and keeps them updated. Pick a game, hit Play: it fetches that game's official PC release, applies my VR patch on your machine, and uses your own copy wherever the game needs one. Send to Quest installs the standalone build straight to a plugged-in headset, with the game data copied over from your own PC.
I don't sell anything built on another company's game. Every VR port and mod is free for everyone: no paywall, nothing early for supporters, no membership.
No game files.
Nothing I publish contains a game's files or code: no ROMs, no game data, no art or music from the games. What I share is my own code, applied on your machine, and each game runs from its official release or a copy you own.
Unofficial.
These are fan projects, not affiliated with or endorsed by the companies that own the games. Every trademark belongs to its owner.
What I do sell.
Only my own work. Multiverse, the game I'm building from scratch on my own engine, will be sold one day. Support pays for my time and never unlocks a port or mod.
New · In development
In development
Sonic the Hedgehog in 3D
Sonic the Hedgehog (Genesis) is now a 3D world you can wander through. My system reads the game's own art, level data & live state from your ROM and builds every zone in 3D as you play, while the original game runs underneath and still decides everything. The game's own girders, loops & rings included: play it exactly like the original, or step off the path & explore.
Star Light Zone's look is inspired by Liris-San's paintings: the starry sky, the crescent moon, the glowing lamps & the city lit up below. Everything else is the game running in 3D & painted in real time, nothing edited after.
Spring Yard Zone starts from Lapper's repaint of the background, with my 3D recreation of it from the same spot beside it, then the city & the valley around it from other angles. You can play it exactly like the original, or walk off the path & explore.
Spring Yard Zone, painted live as you play. Top left: Lapper's repaint of the background. Top right: my 3D recreation from the same spot. See the post ↗Star Light Zone, painted live as you play. Top left: the Liris-San painting that set the look. See the post ↗Every zone, built from the game's own art. See the post ↗
Bomberman 64 · Hero · Second AttackMystical Ninja Starring GoemonGex TrilogyLots more
My own worlds
No ports here. The engine, the game & the footage are all original, starting from a blank page.
In development · The foundation
Multiverse Engine.
Multiverse began in Unreal Engine 5, & UE5 showed me exactly where its ceiling is. The game I want to make lives past that ceiling, so it's getting a foundation of its own: Multiverse Engine, written from scratch in C++ and Direct3D 12... my own renderer & my own editor, built from the ground up.
Twenty years of studying how shipped engines work, mostly to build mods for them, taught me where they all make the same trade-offs. The knowledge carried over; their code did not. Mine gets to make different trade-offs, shaped around the things Multiverse can't compromise on.
Multiverse Engine is 100% my own code, written from a blank page... no UE5 fork, no borrowed runtime, & nothing taken from any other engine or game, Hello Games' included. Those engines are what I'm out to surpass, so I'm not building on top of them.
First look · The editor as it stands
See it move.
Five minutes inside the editor: a room lit by one ceiling panel with the path tracer running live, one texture turned into a full material with real depth in its own studio, & objects placed and moved with the whole scene updating on the spot.
Nothing staged for the camera. Rough in places, and moving fast.
Multiverse Engine: a first look at the editor · YouTube ↗
175M+
Triangles in one scene
Real-time
Path-traced, nothing baked
0.3s
Cold boot to editing
Rifts at the core
The whole engine is built so the world beyond a tear in reality renders live, with its own light, fog & sky. General-purpose engines have to fake that, so I shaped mine around it from the start.
Dreams-style creation, in VR
Building worlds should feel the way Dreams on PS4 felt... instant, tactile & alive. It's growing into a full VR editor where you reach in and shape a world by hand, with no bake step between you and the result. You sculpt the real thing & it responds right away.
Photoreal first, style as data
The baseline is physically-based light. Every dimension's look (grade, fog, palette) is dialed on top, so one world can be painterly and the next raw, from the same scene.
The headset is a first-class display
VR is being built in right now, with the same per-eye obsession as my retro-VR forks. Flatscreen & VR are two views of the same world... neither is a port of the other.
Already running
C++ · Direct3D 12From-scratch renderer & editorHDR pipeline · ACES & AgXImage-based skiesLive look gradingReal-time path tracerOptimization-first · from weak GPUs upBackground imports · the editor never freezesTooltips on every single controlReal-time everything
Inside the engine
The level editor: the path tracer running real-time, one ceiling panel lighting the whole roomGodrays: path-traced shafts through a slotted wall, nothing bakedThe model viewer: a ship staged under three-point studio lighting
The standalone game · On Multiverse Engine
Multiverse
Shares a name with my No Man's Sky project below, but this is a separate, brand-new game, built on my own engine.
It's deeply inspired by No Man's Sky, but it aims to be far more: a flatscreen & VR dimensional-exploration game where space travel bleeds into interdimensional travel.
Prerelease-NMS wonder and mid-century sci-fi, blended with liminal spaces and a found-footage feel. The multiverse itself is the main character... unstable, merging, alive. The focus is presence & awe over progression.
The clip, Thallume, was a throwaway test from the game's UE5 chapter... I wanted to see if that prerelease-NMS feel could be evoked using none of Hello Games' content or code, and it could. The real game looks and plays differently, and it now grows on Multiverse Engine. Its HUD is built from scratch, a quiet nod to prerelease-NMS design principles. It stays out of your way.
Thallume: a throwaway look-test from the UE5 chapter · YouTube ↗
The multiverse is the character
Unstable. Merging. Alive.
Dimensions are layers of one multiverse rather than separate levels, bleeding into each other through rifts: jagged tears in reality, never tidy doorways. You never know whether the next room will be more familiar or more alien. And every rift is real... the world beyond it renders live through the tear, like a window into a place that's really there.
A hotel lobby whose ceiling has torn open to an alien sky.
Bioluminescent coral beneath a pink sky with three moons, glimpsed through a crack.
An abandoned swimming pool, slowly consumed by alien growth.
A school hallway that becomes alien the further you walk it.
What it feels like
01Familiarityyou know this place
02Wrongnesssomething is off
03Discoverya tear, a bleed-through
04Wonderthe world beyond
05Uneasethe boundaries fail
06Awetwo realities at once
Alien wonderlands
Worlds worth getting lost in.
Golden-age sci-fi you can walk around in... each dimension is a painting you can stand inside.
The surrealism is grown into the worlds themselves rather than painted on afterward. A growing field of specimens, rendered from the Multiverse’s own art pipeline.
No XPNo quest markersNo grindNot a walking simNot cold, modern sci-fi
A journey into the unknown
For the explorer in you.
Some dimensions are calm and mesmerizing, others quietly uncanny, and a few are genuinely unsettling, the way the deep Backrooms are. Wonder leads, but it isn't the only thing out there. Every dimension shares one pull: venturing into the unknown. That's the heart of it.
You see it all through found footage... a recording device carried through impossible places. The camera is a physical object in your hands: it breathes, it sways, it catches fragments of the next world bleeding through like VHS interference. There are no menus or systems to manage. You simply exist somewhere you don't want to leave.
A rough draft · Not the game · Something to toy around with
Found Footage.
A found-footage camcorder you can walk around with in your browser. Record a clip, rewind it, jump back in, and record over yourself.
A rough prototype I'm messing with in the browser, trying out ideas before they earn a place in the engine. Not the game. Expect rough edges.
I update it often, so it won't look the same next time you open it. The sounds are stand-ins for now and are being replaced as I go.
The Multiverse is built on the painters, films & places that taught me what wonder looks like: golden-age sci-fi, surreal naturalists, and the quiet dread of liminal space. The stars drifting behind this text are my own... procedural, grown from shader math, my own small continuation of it.
Golden-age sci-fi
Chris Foss, John Harris, Tim White, Roger Dean, Richard Powers, Syd Mead, Moebius
Surreal & natural
Ernst Haeckel, Codex Seraphinianus, Fantastic Planet, Gandahar
Named artists are credited as influences only. Each painting belongs to its creator. The mood studies above are style references. The starfield is original to the Multiverse.
Inside No Man's Sky
A free fan project: ten years of reverse engineering, with no source code.
Fan project · No Man's Sky
The NMS Multiverse
My No Man's Sky project, not the standalone game above. Same name, different beast.
A fan project that overhauls No Man's Sky from the inside. I'm fundamentally rewriting its core engine systems (terrain rendering, shaders, procedural generation, the whole visual pipeline) through ten years of reverse-engineering at the assembly level, with no source code. At that depth it stops being modding & becomes engine reconstruction.
On top of it runs a live GUI to reshape the universe in real time, a modular plugin system, and deep modding: systems the base game never shipped with. No Man's Sky runs on Hello Games' own engine, Skyscraper; I work inside it, rewriting the parts that don't fit Multiverse and adding what was never there.
To be clear about what that means: this is a third-party tool that runs alongside a copy of No Man's Sky you already own. It contains none of Hello Games' code & ships none of it; every line is mine. Studying how the game works internally is what makes it compatible, the same as any mod.
It's written in C++ and assembly at its core, with Python, and some tools in C#.
Free fan project, not affiliated with or endorsed by Hello Games. Fan project notice ↑
30K+
Hours in NMS
20+
Years reverse-engineering
10 yrs
Inside NMS's engine
NMS Multiverse: early teaser · YouTube ↗Planet editor: reshaping the universe in real time
NMS Multiverse · One month, documented · June 2025
A month of engine reconstruction.
One month inside No Man's Sky's engine, documented: rewritten terrain rendering, 220+ programmable shader effects, an optional Film Gate that makes the game look painted, procedural cosmic creatures built from shader math, solar systems with up to 20 suns, and the dev tools behind them.
No Man's Sky: Multiverse, a month documentedRewritten terrain rendering: higher fidelityA solar system with six sunsFilm Gate: like playing through an old TVPrerelease-style HUD (2013–14), reimaginedStrange new planetary ring typesNew stars, suns, nebulae & crescent planetsHundreds of new star typesProcedural 'Ring Nebula' space effectsFractal visuals & painterly nebulae (1/2)Fractal visuals & painterly nebulae (2/2)Space Manta: grown from shader mathSpace Jellyfish: grown from shader mathTerrain Array Texture Editor (custom dev tool)Documenting NMS's shader systemsSci-fi painting: Machaon ship (1/3)Sci-fi painting: Machaon ship (2/3)Sci-fi painting: Machaon ship (3/3)New Eridu-inspired planetLens distortion & luminous darksPerspective atmospheric fogCosmic Eye (1/2)Cosmic Eye (2/2)Space-to-planet textural consistency
Devlog
The log.
Progress notes from inside the build, posted as I go.
Sonic 3D
Sonic in 3D: Spring Yard Zone
Spring Yard Zone in 3D, painted in real time: Lapper's repaint of the background at top left, my 3D recreation of it from the same spot beside it, and the city & the valley around it from other angles. Nothing edited after.
Star Light Zone in 3D, painted in real time with a look inspired by Liris-San's paintings: the starry sky, the crescent moon, the glowing lamps & the city lit up below. Nothing edited after.
Sonic the Hedgehog (Genesis) is now a 3D world you can wander through, built zone by zone from your own copy as you play while the original game runs underneath. Still polishing daily, more soon.
There's a video up now: five minutes inside the Multiverse Engine editor as it stands today, just me moving through it with nothing staged for the camera, so you can see where it's at.
What's in it: a room lit by one panel in the ceiling with the path tracer running live & nothing baked, one texture turned into a full material with real depth in its own studio, & things placed & moved with the whole scene answering back on the spot. Rough in places, and every bit of it is running now rather than planned.
The engine is being built to carry Multiverse, the standalone game. Past that, the aim is an engine you don't have to be an engineer to use: plain English everywhere, results you see the moment you act, & a Dreams-style creation suite that's in development now. NMS Multiverse is still very much active. This is simply the road to the things a No Man's Sky mod was never going to let me build.
Hub 1.0.7 is out, and new patch rounds went out for the games, clearing a pile of reported bugs. Ring Racers lost the big black panel in the headset and the blurry picture, and Banjo-Kazooie's notes and jiggies no longer turn invisible. In the hub you can pick where your games install, and changelogs open right at the game that just updated.
Every download now has its checksum and a VirusTotal report on the release page, and I'm working on getting the exe code signed so the Windows unknown publisher warning goes away for good.
One small exe that installs my VR ports onto your own copies of the games and keeps them updated. Banjo-Kazooie, Dr. Robotnik's Ring Racers and Sonic Robo Blast 2 are on it, with standalone Quest versions coming.
No ports or game files are hosted anywhere. Every install grabs the official vanilla release plus my patch, applied on your machine.
Banjo-Kazooie now runs natively in VR through the Lighthouse PC port. Full per-eye stereo with head tracking, four view modes - third person, an immersive first person where you are the bear and walk where you look, a diorama that shrinks whole levels to a tabletop miniature, and a theater screen - with motion controllers, an in-game VR options menu drawn in the game's own dialog font, and every knob tunable from inside the headset.
Download and run: unzip, drop a US 1.0 ROM next to the exe, and the extraction wizard does the rest on first launch. Headset on, it boots into VR; headset off, it's the normal flat game.
Grab it via the hub: https://github.com/RaYRoD-TV/MVRH/releases/latest
Release
Ring Racers VR is out
Dr. Robotnik's Ring Racers now runs natively in VR. Full stereo at your headset's resolution, four view modes (third person, first person, theater, and a diorama that shrinks the whole track to a miniature you race over), with VR controllers, rumble, and every option tunable from inside the headset.
Download and run: unzip the full bundle, launch, and it boots straight into VR when a headset is on. Headset off, it's the normal flat game.
Grab it via the hub: https://github.com/RaYRoD-TV/MVRH/releases/latest
Site
A place to follow the build
This is the log: short notes from inside the work, posted as I go. Engine progress, rift experiments, the things that break and the things that finally click.
If you want to help keep the lights on while the multiverse gets made, there's now a support section right here on the site. Support never unlocks anything; it simply buys the hours that move the engine forward.
More soon.
Engine
Why Multiverse is getting its own engine
Multiverse began in Unreal Engine 5, & UE5 showed me exactly where its ceiling is. The game I want to make lives past that ceiling, so it's getting a foundation of its own.
Multiverse Engine is written from scratch in C++ & Direct3D 12... my own renderer, my own editor, 100% my own code rather than a fork of UE5, Dreams, or anything else. The whole thing is shaped around the one idea it can't compromise on: rifts.
The world beyond a rift renders live, with its own light, fog & sky... a window into a place that's really there.
Twenty years of pulling shipped engines apart taught me how they work & where they all make the same trade-offs. Mine gets to make different ones.
Support the work
Back the build.
I'm one person building a game engine and a game from scratch, and regularly porting retro and flatscreen games into real, per-eye VR. What support actually buys is the thing that moves all of it forward: time. It never unlocks a port or mod. Just fuel for the work, and your name in the credits when the game ships.
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