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.
First 200: free beta access + $20/mo locked for the life of your plan. One launch email, a few build notes. No spam, ever.
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.
Type what you see in your head, or call the API. "Dense bamboo forest, river cutting through, rocky cliffs to the north."
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.
Bridge straight into Unity, Unreal, Godot, or Blender — or export and import anywhere — and start placing gameplay.
Not a model dump. A complete, physics-ready environment built around how indie games actually get made.
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.
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.
Style prompts, instant regeneration, and standard geometry + materials you can edit in Blender or in-engine. zmass replaces the labor — not your taste.
Describe it, then rebuild it until it's right.
Full API access. Drive zmass from Claude Code, Cursor, Codex — generate and iterate without leaving your editor.
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.
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.
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.
Free during the beta. Founding price for as long as you keep your plan.
Beta opens Fall 2026. The first 200 on this list get in free, lock founding pricing for life, and shape what zmass becomes.
One launch email + a few short build notes. Unsubscribe anytime.