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Hyperstone

DOCS

Build Games, Not Workflows

New Workstation UI
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Build games
Not workflows

withAsset Store

Asset Store
Version Control
Task Manager
Playtest Relay
Shader Lab
Hyperstone Core

The future of game development is here

Hyperstone provides a suite of tools designed to streamline your creative process. From asset management to real-time collaboration, we've built everything you need to turn your vision into a reality. Stop fighting your tools and start building your games. Our platform is optimized for the latest engines and workflows, ensuring that your productivity stays at its peak from prototype to launch.

Get Started
Documentation
Delivery Pipeline

Continuous Deployment

1
Build
2
Test
3
Secure
4
Deploy
Pipeline Visualization
Enterprise Security

Bank-grade Security

Protecting your data and infrastructure is our top priority. Hyperstone is built from the ground up with advanced encryption and automated threat detection, ensuring your pipeline is secure at every step.

Read Security Whitepaper
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Features

Version Control

DEMO
Version Control

Non git-based version control system created for game developers which deals with binaries natively

Shader Lab

DEMO
Shader Lab

Import, experiment with and export shaders using GUI

Asset Store

DEMO
Asset Store

Browse and use assets made specifically for godot making the integration frictionless

Task Manager

DEMO
Task Manager

Task manager deeply integrated with godot. Create tasks from your gdscript files.

Playtest Relay

DEMO
Playtest Relay

Create and share version controlled playtests with your community easily

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Upcoming Features

Shard Cloud

Collaborate with team, host playtest builds, p2p and dedicated servers with anticheat enabled.

Shard DB

One DB service for multiplayer auth, inventory and microtransactions

Shard ML

Train RL bots easily. Offload compute heavy tasks to shard cloud

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SDK in Action

extends "res://scenes/levels/level.gd"

# when the player has entered boss arena
func _ready():
        # start recording
        ShardSDK.recording.trigger_event("metrodot_a1b2c3d4")
func _on_death_timer_timeout():
    # stop recording when the boss is dead
	ShardSDK.recording.trigger_event("metrodot_a1b2c3d4")

    # log successful recording
	print("trigger_event call completed")
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Plug your game into
Shard Ecosystem

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