At FreeWind Software, we've worked on a variety of games for Roku. While the platform has its quirks, we’ve always aimed to build structured, maintainable codebases. To support this, we adopted and extended an open-source game engine into what we now use internally as roku_FreeWind_gameEngine
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This engine is a fork of the excellent original by Romans-I-XVI, and it’s built around the idea of bringing an object-oriented approach to Roku game development—without the need for external editors or GUI tools. Think of it as a minimal Unity-like experience for BrightScript.
The engine helps us move quickly while keeping our code organized. You can define game objects, rooms, collision logic, event handlers, and manage everything from audio to UI labels—all within a clean, consistent structure.
It supports layering, rendering depth, reusable object logic, and game-wide systems like pause/resume or room switching. It’s also lightweight, fast, and easy to adapt to different screen sizes with canvas scaling built-in.
We’ve used this engine across multiple shipped Roku titles and prototypes. It handles things like image animation, font registration, sound effect preloading, and object lifecycles reliably. We’ve focused our updates on making it more robust for production environments.
If you’re building games for Roku and tired of starting from scratch every time, we think you’ll appreciate this tool as much as we do.
You can explore and use our engine via GitHub. It's free, open source, and designed to help developers build Roku games faster and cleaner.
For questions, ideas, or suggestions, feel free to reach out as via email—we’re always happy to talk game dev.