Ok, tried out some stingray, these are my thoughts: I really like how easy it was to start up a template project. Unity should learn from this and offer several template projects in the start screen. Instead of the offering a preinitialized environment, you have to initialize it yourself (in code). That's kinda annoying. Adding a camera to an empty scene does not make it render the scene - you have to hook it up in an initialization script. You can only see local variables in the debugger. No watches. The intelli-sense is fake. Suggests all methods/properties for whatever symbol (existing or not). Very verbose: Game.camera_unit = Game.world.unit_by_name(Game.world, "camera") I haven't seen syntax like that since C days. A bit buggy regarding a lot of things, but that's to be expected of a first release so I won't dive into that. You cannot parent or unparent things in the editor. Does not seem to be component based regarding scripts / flow (visual scripting). Instead of creating behaviors that are added to any object, you define 1 Flow (visual scripting) for each model, or you can have a global script handling the behavior. Overall, the feeling I'm getting looking at their samples is just spaghetti: Code (CSharp): function Player.spawn_player(level, view_position, view_rotation) if not level then print "ERROR: No current level - cannot spawn" return end local player = Player() spawn_freecam_player(player, level, view_position, view_rotation) PlayerHud:init_hud() play_spawn_sound() enable_walk_mode(player) play_ambient_sound() Appkit.manage_level_object(level, Player, player) end local function spawn_player_character(self, pose) local world = SimpleProject.world local land_unit = World.spawn_unit(world, "content/models/character/skm_chr_genrig_3p", pose) local land_character = self.land_character land_character.unit = land_unit -- Add Character input movement. local controller = UnitController(land_character, land_unit, Appkit.input_mapper) controller:set_move_speed(character_move_speed:unbox()) controller:set_yaw_speed(character_cam_yaw_speed) controller:set_pitch_speed(character_cam_pitch_speed) controller:set_mover("body") controller:set_gravity_enabled(true) end Might be a nice addition to the engine market, but it doesn't really interest me. It doesn't do anything better than any other engine afaik.