The darkness between polygons. The hum of a disc loading.
NOVA64 is the fantasy console that never shipped in 1997 —
running live, in your browser, right now.
Meet The Nova'64 Chevy II SS · the official mascot. The 64 isn't an accident.
The web has every API except the one that mattered: a tiny, self-contained machine you can fill with games. NOVA64 is that machine — a cabinet you can ship in a URL.
A cart is a single JavaScript file plus a thumbnail. No bundler, no build step, no service worker dance. Drop it in /carts and the console finds it.
The vault streams thumbnails as discs. Click a disc and the cart is on screen — no install, no account, no paywall. Cold start is the whole point.
Switch a header from three to babylon to godot. Same cart shape, same loader, same hot-reload. Pick the renderer that fits the game.
Every template is a working cart with thumbnail, manifest, and a hot-reloading dev loop. Pick a template, name it, start coding.
The classic spinning cube. The smallest possible cart — manifest, default export, one mesh.
Lit scene with orbit controls, a ground plane, and a cube. The starting point for most 3D carts.
Side-scrolling platformer with input handling, AABB collision, and a camera that follows the player.
Greedy-meshed voxel chunks, place/break blocks, infinite world streaming. Minecraft starter.
Live GLSL editor that recompiles on save. CRT, bloom, glitch, N64 affine, PSX vertex-snap.
Full PBR pipeline with IBL, GPU particles, and WebGPU rendering. The high-end visual baseline.
Native Godot scene driven by a JavaScript cart through QuickJS. The starting point for the new runtime.
Tilemap-based platformer using Godot's physics server. JS controls the player, Godot does the rest.
First-person controller with mouselook, weapon swap, and a small test arena. Native physics.
Carts ship with their preferred runtime. Three.js for the lean web stack, Babylon.js for high-end PBR, and a native Godot 4 build with a QuickJS bridge — write JavaScript, run on the real engine.
The lean default. Hot-reload carts, holographic materials, N64/PSX shader modes. Tight enough to fit in a memory-card manual.
When you need the full PBR pipeline. IBL reflections, GPU particles, WebGPU rendering — drop a Babylon scene straight into a NOVA64 cart.
A native Godot 4 runtime with a QuickJS bridge baked in. Carts are written in JavaScript — not GDScript, not C# — and call straight into the Godot scene graph through QuickJS bindings. No exports, no WASM round-trip, no engine startup tax.
NOVA64 isn't a wrapper. The Godot build links the engine, embeds QuickJS, and exposes the scene graph as plain JavaScript objects. Carts are JS files. The console is the engine.
// A NOVA64 cart. JavaScript only — no GDScript. import { Scene, Node3D, Camera3D, MeshInstance3D } from 'nova64/godot'; import { mesh, color } from 'nova64/gfx'; export default function cart() { const scene = new Scene(); const cam = scene.add(new Camera3D({ z: 5 })); const cube = scene.add(new MeshInstance3D({ mesh: mesh.box(1, 1, 1), material: color('#5fc0ff'), })); // Runs on the native Godot main loop. No WASM. No export. scene.onTick((dt) => { cube.rotation.y += 1.2 * dt; }); return scene; }
Every title in the vault loads cold. No waiting. No install. One click — and the dark fades to game.
Three commands. No accounts. No build pipeline. The console boots in your browser and the carts hot-reload as you save.
Global install gets you the nova64 command anywhere on your machine.
Opens a local server and launches the console in your default browser. The disc vault loads immediately.
Drop a JavaScript cart into /carts. The console picks it up. Save and it hot-reloads.
Bundle the cart and a thumbnail into a single signed disc. Share the URL or the file — anyone with NOVA64 can run it.
NOVA64 v0.4.8 is live. Boot the console, browse the vault, ship a cart. The polygons are humming.