Founding 200 now open · beta Fall 2026

Generate game worlds.
Physics included.

Describe the environment in your head. Get back a playable 3D world — real colliders, mass, PBR materials — bridged straight into Unity, Unreal, Godot, or Blender. The weeks you budgeted for environment art go back into your game.

Real colliders & mass Any biome you can describe Unity · Unreal · Godot · Blender Yours to edit, yours to ship
zmass · physics layer demo LIVE
drag to orbit · scroll to zoom · tap ground to drop a boulder
This is real rigid-body physics, simulated in your browser right now — the same layer baked into every world zmass generates. Generated-world gallery lands with the beta.
Bridges into your stack
BlenderUnityUnrealGodot PlayCanvasBabylon.jsThree.js
The problem

Environments are where indie timelines go to die.

  • Three weeks scattering trees and baking lightmaps is three more weeks your Steam page says "Coming Soon."
  • Asset packs look like asset packs — and your world deserves better than almost right.
  • Hand-building every biome doesn't scale when the whole team is you.
  • A gorgeous mesh with no colliders isn't a level. It's a screenshot.
The fix

zmass generates the whole thing — terrain, scatter, PBR materials, and the physics — so the world stops being the bottleneck and the game gets your weeks back.

How it works

Three steps to a playable world.

Step 01

Describe

Type what you see in your head, or call the API. "Dense bamboo forest, river cutting through, rocky cliffs to the north."

Step 02

Generate

zmass builds the terrain, scatters it, textures it in PBR, and bakes in the physics — colliders, mass, materials. Regenerate until it matches the world in your head.

Step 03

Drop it in your game

Bridge straight into Unity, Unreal, Godot, or Blender — or export and import anywhere — and start placing gameplay.

Why zmass

Built for shipping, not for tech demos.

Not a model dump. A complete, physics-ready environment built around how indie games actually get made.

The zmass difference

Not a mesh. A world.

Every generation ships with collision meshes, mass, and per-surface physics materials. Roll a boulder down the hillside, stack crates, drive the terrain — it behaves like a level, because it is one.

Your timeline back

Weeks → minutes

Skip the asset-store rabbit hole and the manual scatter pass. A custom, cohesive environment in minutes — for less than the one asset pack you'd end up fighting anyway.

/ art
You stay the artist

Art direction stays yours

Style prompts, instant regeneration, and standard geometry + materials you can edit in Blender or in-engine. zmass replaces the labor — not your taste.

/ gen
Any biome

If you can type it

Describe it, then rebuild it until it's right.

JungleDesertUrbanAlpineUnderwaterVolcanicAlien+ your prompt
/ api
Vibe-code it

Worlds from your IDE

Full API access. Drive zmass from Claude Code, Cursor, Codex — generate and iterate without leaving your editor.

Your engine · no lock-in

Bridge it, then export anywhere

Open and edit directly in Blender, Unity, Unreal, Godot, PlayCanvas, Babylon.js, and Three.js — with full PBR material sets (albedo, normal, roughness, metallic, AO) up to 8K — then ship in whatever format your pipeline expects.

GLBFBXOBJSTLUSDUSDA
From the builder
I got tired of building the same forest twice.

I'm Matt — a solo dev in Alameda, California. I make 3D games and animatronics, and I've lost entire months to environment art: scattering trees, baking lightmaps, wrestling asset packs that almost matched the world in my head.

zmass is the tool I kept wishing existed on every one of those projects: describe the world, get it back playable, and spend the time on the actual game.

I'm building it in the open, and the founding 200 get a direct line to me — what you need shipped first is what ships first.

M
MattCircuit Kitty · Brightseid LLC · Alameda, CA
Founding access

200 spots. Then it's a waitlist.

Final tiers land at launch. Founding members beta-test free, lock the founding rate for the life of their plan, and steer what ships first.

Founding member · limited to 200
$20/ month · locked at launch

Free during the beta. Founding price for as long as you keep your plan.

  • Beta invite first — Fall 2026, in signup order
  • Free access for the entire beta
  • $20/mo locked at launch, for the life of your plan
  • Monthly world-generation credits
  • Full API + IDE access
  • Every engine bridge & export format
  • Roadmap priority — founding requests ship first
Claim a founding spot
No card. No charge today. Just first in line.
Founding 200

Stop building forests. Ship the game.

Beta opens Fall 2026. The first 200 on this list get in free, lock founding pricing for life, and shape what zmass becomes.

FAQ

Questions, answered.

Beta invites go out to the founding list in Fall 2026, in signup order. Public launch follows — founding members are already inside by then.
Free access for the entire beta, the $20/mo founding rate locked for the life of your plan at launch, and roadmap priority — what founding members need ships first.
Real. Every world ships with collision meshes, mass, and per-surface physics materials, so it behaves correctly in your engine's physics system the moment you import it — no hand-rigging a static mesh.
You art-direct everything. Style prompts shape the look, regeneration is instant, and the output is standard geometry and PBR materials you can edit in Blender or your engine like any other asset. zmass replaces the labor, not your taste.
Valve allows AI-generated assets in shipped games — you disclose them on your store page, the same as any AI tooling in your pipeline. zmass worlds are assets you own, so it's a one-line disclosure. (Always check Valve's current guidelines before submission.)
Bridges to Blender, Unity, Unreal, Godot, PlayCanvas, Babylon.js, and Three.js. Exports to GLB, FBX, OBJ, STL, USD, and USDA.
Yes. Full API access means you can run zmass from Claude Code, Codex, Cursor, or any tool that can hit an endpoint — generate and iterate on worlds without leaving your editor.
Founding members use the entire beta free. Post-launch free and trial details get announced at launch — paid plans start at $20/month, and founding members keep that rate.
That's the whole point. zmass is built for shipping commercial games; full licensing terms publish at launch, and founding members see them first.