Daxron

Built deep. Made simple.

Daxron builds engines, developer tools and games: a deterministic scripting engine for moddable games, an embeddable HTML and CSS interface engine, asset and workflow tools, and two games in development.

Products

What Daxron is building

Two games, two engines and three tools. Everything here is in development; statuses as of October 2026.

Games

Strategy and simulation games where you direct deep systems instead of micromanaging them.

  • Space grand strategy

    Project Pioneer

    A pausable grand-strategy game set in one continuous world from planet to stars, about planetary development, industry, research and physical logistics.

    You direct investment and delegate the routine work.

    • In development
    • Codename
  • Autonomous party RPG

    Project Rover

    A dungeon RPG where every character, yours included, acts autonomously. Find companions in the depths and grow a village.

    You shape behaviour through goals, activities and gear rather than direct commands.

    • In development
    • Codename

Engines

Engine components for game and native-application developers.

  • Game scripting engine

    Orbis#

    A scripting engine for data-driven, moddable games. Content is written in an extension of C#, the compiler merges the base game and its mods into one checked build, and a deterministic runtime runs the world.

    Project Pioneer and Project Rover are both built on it. Developed today under its technical name, SECS.

    • In development
    • Working name
  • Embedded interface engine

    Daxron Visor

    An HTML and CSS interface engine, written in Rust, to embed in games and native applications. JavaScript is optional: static menus and HUDs can run without it.

    Familiar web markup on the surface, a native engine underneath.

    • In development

Production and developer tools

Tools for producing game assets and for everyday software development.

  • Game-asset production

    Styleyard

    Turns one recipe into a consistent family of game assets, today ships, stations and other craft, with levels of detail, icons and strategic-map symbols, and faction colours applied at runtime.

    Procedural, repeatable generation for Unity.

    • Internal tool
    • Working name
  • Persistent workspaces

    Deskhold

    Remote development workspaces and terminals that keep running, so you can continue on another device.

    Early development.

    • In development
    • Working name
  • Software delivery workbench

    Moorage

    A workbench for coordinating software work: work items, team threads, configurable workflows and AI agents.

    Early development.

    • In development

Approach

Deep systems, approachable surfaces

Whether it is a game, an engine or a tool, the aim is the same: substantial systems underneath, and an interface that gets out of the way.

  1. Function first

    Clear interaction and real capability come before visual spectacle. Design is there to make things understandable.

  2. Simple to start, deep to master

    The first useful step should be easy, and the depth should still be there when you need it, from a game’s opening hour to its endgame.

  3. Quiet ambition

    Let the products show their depth rather than describe it in big words.

About

Independent and early-stage

Daxron develops its games and the technology under them together. Project Pioneer and Project Rover are both built on Orbis#, so the scripting engine is shaped by real production work rather than built in the abstract.

Daxron is at an early stage. Projects are shown here as they are today and will get their own pages, and in time their own websites, as they become ready for players and developers.

Contact

Talk to Daxron

For collaboration, questions about the projects or anything else, email info@daxron.com.

Email Daxron