Bezier paths, multi-artboard documents, a professional layer system and a magnet that snaps to everything. Built on Godot — small, fast, cross-platform.
Everything a vector workflow needs — and the plumbing (undo, snapping, artboards) done properly so it holds up in long sessions.
Pen and bezier tools with editable control nodes, plus rectangle, ellipse, polygon, star and freehand. Text becomes real vector outlines.
Many artboards in one document, each its own coordinate space. A single manager owns placement, hit-testing and ownership — drag a shape across boards and it just works.
A layer tree that mirrors the real scene — drag-drop reparenting to any depth, per-row visibility / lock / clip, and stencil clip masks for groups and text.
Snaps to edges, centers, equal spacing and distribution between neighbours — and to ruler guides you pull from the rulers. Full-width alignment lines and live pixel readouts.
Move, resize, rotate, axis-locked drags and multi-select about a centroid — every gesture is one undo action with a full before/after snapshot. Escape cancels cleanly.
Drop & inner shadow, glow, blur, colour and gradient overlay, outline and a faux-3D effect — stacked non-destructively per object.
Light and dark, switched live from design tokens. Interface localised across many languages, retranslated on the fly.
Extend Vectopen with Godot editor plugins — import/export formats, tools and panels drop straight in.
One history stack for the whole app — transforms, reparents, deletes and layer edits all record as complete transactions. Stress-tested to 100k+ objects.
Grab a build from GitHub Releases, or run it from source with Godot 4.7 — no build tools, no .NET, pure GDScript.
Prefer to run from source? Install Godot 4.7 (GL Compatibility), clone the repo and open project.godot. The main scene is scenes/canvas/canvas.tscn.
The rule: don't build speculatively — pick up a performance or format task only when a real document exposes the limit. Every bug found becomes a permanent test.
Full detail lives in ROADMAP.md.
Bilingual guides (EN / ES) covering the architecture, the rendering pipeline, the layers panel and the systems shipped this cycle.
The layered stack, the signal bus, and the path a single edit takes through undo.
How the magnet aligns to objects, spacing and ruler guides — and how it's drawn.
The layer panel, the stencil clip mask, the toolbar and the design tokens.
How shapes, text outlines and strokes are drawn on the Godot canvas.
File manager, export panel, input config, theme tokens and the test coverage.
guides/ · reference/ · reports/ — in English and Spanish.
Notes from building Vectopen — what shipped, what broke, and why. Like Godot's devblog or Blender's weeklies, but smaller.
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It's a solo project with no company behind it. If Vectopen is useful to you, a small recurring or one-off contribution buys focused development time — and it's the only funding there is.
Not in a position to donate? Starring the repo, filing a good bug report or translating the app all help just as much.
Vectopen is a solo open-source project. Issues, pull requests and ideas are all welcome — the codebase is ~98% GDScript with a growing gdUnit4 test suite, so it's approachable.