Ever wonder how a GPU draws a triangle? In Hello Triangle, you build one yourself. Wire comparators, adders, and multipliers into graphics hardware, press Run, and watch your circuit draw the screen pixel by pixel—from a single triangle up to a rotating 3D cube.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Hello Triangle is built level by level, and player feedback has already shaped a lot of how it plays. During the demo, players showed us where the circuit editor felt clunky and where the difficulty jumped too fast, which led to changes in both the tools and the levels.

Early Access lets us develop the later acts the same way—having players actually build, test, and optimize their own GPUs, and using that feedback to keep improving the game.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„We currently expect Early Access to last about a year. We plan to release the remaining acts as separate updates, though the timing may shift depending on development progress and player feedback.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„We plan to expand beyond the first two acts with three additional acts:

- Speed: Tiles and multiple cores working together, exploring what makes a GPU fast.
- Surfaces: Texture mapping and how texture memory works.
- Programmable: Building a shader core that runs a supplied program.

We'd also like to expand the game based on what players want to see. Some ideas we're currently considering include a creative mode, exporting circuits to Verilog, and importing your own 3D models and scenes for your GPU to render. These are still possibilities we're exploring rather than locked-in promises.“

Was ist der derzeitige Stand der Early Access-Version?

„Acts 1 and 2 are complete, with 20 levels taking you from lighting up half a screen to drawing a solid cube rotating in 3D—all generated by the circuits you build.

Every level is fully playable and scored. The parts you build are saved for future levels, so going back to optimize an earlier part's performance will also help your later designs.

The first two acts offer several hours of play, with plenty of room to spend more time experimenting with different designs and chasing better scores.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„We may increase the price as new acts are added. Players who buy during Early Access will get all of those updates and the full release at no extra cost.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„We welcome feedback through Steam discussions, reviews, and email. Whether it's a confusing concept, a sudden difficulty spike, an awkward editor control, or a bug, hearing about it helps us figure out what needs work.

Player feedback has already led to a lot of changes since the demo came out. We plan to keep working this way throughout Early Access, and we'll use patch notes and devlogs to share what we've changed and how player feedback shaped those decisions.“
Weiterlesen

Hello Triangle: Build a GPU - Demo herunterladen

Dieses Spiel ist noch nicht auf Steam verfügbar

Geplantes Veröffentlichungsdatum: 1. Quartal 2027

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Infos zum Spiel

Ever wonder how a GPU draws a triangle? In this game, you build one to find out.

Hello Triangle is a puzzle game about designing graphics hardware. Each level gives you a target image to draw and a set of basic parts: comparators, adders, multipliers, and registers. You wire them together, press Run, and watch your circuit draw the image pixel by pixel.

  • Step-by-step pixel debugging: If your circuit draws a wrong pixel, it gets marked right on the image. You can click that pixel to rewind the simulation to the exact clock cycle where your circuit drew it.

  • Working with hardware: Because you're building circuits instead of writing code, you don't have loops or functions. If you want to repeat something, you wire up a counter. If you want to do two things at the same time, you build a second unit—which takes up more space on the board.

  • Plain English first, terminology later: Levels explain the problem in everyday terms without heavy textbook jargon. Once you get your circuit working, the game tells you what real hardware engineers call it, and saves your design as a reusable part for later levels.

  • Area, delay, and cycle tracking: Every working circuit is scored on board area, signal delay, and clock cycles, and the game saves your best scores for each level.

No hardware background needed

If you know a bit of math or programming, you'll be fine. You start with ready-to-use arithmetic parts rather than raw logic gates, and every level builds directly on what you made in previous levels. Over time, those parts come together into a working GPU that you designed yourself.

Runs in a custom simulator

Your GPU runs inside the game's simulator, meaning every pixel on the virtual screen is actually calculated by the circuit you wired. Obviously it won't run CUDA or OpenGL, and it's not going to replace your real graphics card, but the underlying math and logic are the real thing.

Early Access

The Early Access version includes Acts 1 and 2 (20 levels total), taking you from lighting up half a screen to rendering a rotating 3D cube with your own circuit. For the full release, we're planning additional acts focused on rendering speed (tiles and multi-core), textures, and a programmable shader core.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

Art and music made with AI tools.

Systemanforderungen

Windows
macOS
SteamOS + Linux
    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 10 or 11, 64-bit
    • Prozessor: 64-bit (x86-64)
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: OpenGL 3.3 or DirectX 11
    • DirectX: Version 11
    • Speicherplatz: 500 MB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    Mindestanforderungen:
    • Betriebssystem: macOS 11 or later
    • Prozessor: Intel or Apple silicon
    • Arbeitsspeicher: 2 GB RAM
    • Speicherplatz: 500 MB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
    Empfohlen:
      Mindestanforderungen:
      • Betriebssystem: 64-bit Linux distro with glibc 2.28 or later, or SteamOS
      • Prozessor: 64-bit (x86-64)
      • Arbeitsspeicher: 2 GB RAM
      • Grafik: OpenGL 3.3
      • Speicherplatz: 500 MB verfügbarer Speicherplatz
      • Zusätzliche Anmerkungen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
      Empfohlen:
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