industry7 min read

Ghost Arcade Community v1.0 — Open-Source Projection Mapping & VJ Software, Now Public on GitHub

Today we open-sourced Ghost Arcade Community v1.0 under AGPL-3.0. Free projection mapping, VJ launcher, MIDI control, mobile companion, and ISF shader playground for Mac, Windows, and Linux. Cross-platform binaries on the GitHub releases page.

Published May 2, 2026

Ghost Arcade Community v1.0 is now public

Today we open-sourced Ghost Arcade Community v1.0 under AGPL-3.0.

The repo is live, the binaries are on the GitHub releases page, and

the Community landing page explains what's in the box.

This is the foundation edition: projection mapping, layer pipeline,

MIDI control, mobile companion, recording, ISF shader playground.

Same foundation code that powers Ghost Arcade Pro — but as a standalone

AGPL-3.0 product you can run, fork, and build on.

github.com/riskcapital/ghost-arcade-community

Download binaries

What's in v1.0

The full list lives on the Community landing page, but

the headline surfaces:

  • Projection mappingquad warp + mesh warp, multi-output slicing,
  • per-corner curves

  • 11 layer typesshader, video, image, 3D model (GLTF/GLB/FBX),
  • point cloud, gaussian splat, SVG, lines, text, light painting,

    Three.js scene

  • 50+ chainable effects organized in 16 categories
  • Single-deck VJ clip launcher with block-based organization
  • Full WebMIDI with MIDI Learn — map any controller to any param
  • Mobile companionopen Safari on an iPad / phone, get a
  • touch-controllable surface for clip launching, mixer, master, shader

    params

  • Recording to MP4 / WebM at any resolution
  • ISF v2 shader playgroundwrite + edit shaders in the browser
  • Audio reactivityFFT bands + kick/snare onset detection
  • Cross-platform: Windows, macOS (Apple Silicon + Intel), Linux

    (AppImage). Built on Svelte 5 + Three.js + Electron. ~150k LOC. CI

    builds reproducible binaries from a git tag.

    Why open source, why AGPL, why now

    Three reasons.

    1. The foundation surfaces are infrastructure

    Projection mapping, MIDI control, layer pipelines, shader playgrounds

    — these are the raw materials of working with light. Charging for them

    would be like charging for a paint brush. Charging for them and

    competing with the existing open-source options (VPT,

    Splash, and the long tail

    of openFrameworks projects) is a losing game over the long run.

    The right move is to put the foundation in the commons and charge for

    the live-performance + AI surfaces that take real engineering effort

    to maintain (dual-deck, macros, snapshots, MIDI clock sync, AI

    generation, Spout/Syphon). That's what Pro v0.5.0

    is now.

    2. AGPL is the right license for live-performance tools

    We picked AGPL-3.0 over MIT / Apache for one specific reason: this is

    software that runs in shows. We want forks to ship back to the

    community, not to disappear into closed-source licensing schemes that

    get sold to operators who then can't inspect or modify what's running

    on their stage machines.

    AGPL adds a server-side requirement that most operators won't ever

    trigger (you'd have to host a modified version as a SaaS), but for

    the rare case where someone takes the code, runs a modified network

    server, and won't share the source — AGPL says you have to. That

    matches the values of the live-performance scene.

    If you're concerned about AGPL obligations for a commercial

    distribution scenario, Pro has a standard commercial license.

    3. Sustainability now, not later

    The honest economic picture: we've been building Ghost Arcade for two

    years, mostly in the dark, while figuring out what the actual product

    was. The dual-deck + crossfader + macros work that landed in Pro

    v0.5.0 is the moment Pro became a real product worth paying for. With

    that shipped, the foundation surfaces don't need to be gated anymore.

    They benefit more people more quickly as open source.

    So we open-sourced them. The Pro edition pays for the engineers who

    keep both editions moving forward.

    What's NOT in Community

    To be transparent — these live in Pro v0.5.0:

  • Dual-deck VJ (Bank A / Bank B with full per-bank state)
  • A/B crossfader with 10 transitions × 9 output blend modes
  • Macros effect-bank (8 wet/dry knobs with per-effect param editor +
  • beat-grid auto-pulse)

  • Snapshot bank (16-slot scene capture + recall, MIDI-mappable)
  • Quantized clip launching + MIDI clock receive/send
  • Spout (Win) / Syphon (Mac) texture sharing
  • AI shader generation (Claude API)
  • AI video generation (Luma API)
  • Director AI agent
  • Keyframe animation timeline
  • Stage mode + slice layers
  • Plugin tab (FluidGen, Particles3D)
  • Three.js / p5.js live coding tabs
  • Code signing + auto-updates
  • If you need any of those, [Pro starts at $19/mo or $399

    lifetime](/pricing). For VJs with cash-flow constraints we shipped a

    new Pro Path tier: $25/mo × 18 months → you own the perpetual

    license outright.

    Build it yourself

    ```bash

    git clone https://github.com/riskcapital/ghost-arcade-community.git

    cd ghost-arcade-community

    npm ci

    npm run dev # development server

    npm run build:electron # cross-platform binary

    ```

    Pre-built binaries (unsigned — Gatekeeper bypass on first launch):

    github.com/riskcapital/ghost-arcade-community/releases/latest

    Contribute

    Pull requests welcome. The repo has CONTRIBUTING.md with the workflow,

    DCO sign-off, and the issue tracker is [open for bug reports +

    feature requests](https://github.com/riskcapital/ghost-arcade-community/issues).

    Discussions for general questions:

    github.com/riskcapital/ghost-arcade-community/discussions.

    We're particularly interested in:

  • New ISF shaders (the catalog ships with 316 already, more are always
  • welcome)

  • Linux build improvements (we test on Ubuntu 22+; reports from Arch /
  • Fedora / NixOS welcome)

  • Mobile companion UX polish
  • Effect implementations (the effect catalog is extensible — see
  • src/lib/effects/)

  • Translations (currently English-only; i18n infrastructure is in
  • place)

    Thanks

    To everyone who tested the betas, ran early shows on it, filed issues,

    and pushed for the open-source release. This wouldn't have happened

    without you.

    github.com/riskcapital/ghost-arcade-community

    Download v1.0.0

    Read more about Community

    See what's new in Pro v0.5.0

    Frequently Asked Questions

    When was Ghost Arcade Community open-sourced?

    May 2026 with v1.0.0 going public on GitHub. The codebase has been in private development since 2024; the Community edition (which contains the foundation surfaces of the larger Pro codebase) was extracted, audited, and re-released under AGPL-3.0 for the v1.0 launch.

    Can I run Ghost Arcade Community on Linux?

    Yes. The Community edition ships an AppImage that runs on Ubuntu 22.04+ and most modern Linux distributions. Tested on Ubuntu 24.04, Fedora 40, and Arch. The commercial Pro edition is currently Mac + Windows only.

    Are the binaries signed?

    The Community edition ships unsigned binaries — Mac users right-click → Open on first launch; Windows users click "More info" → "Run anyway" past SmartScreen. The commercial Pro edition is signed (Azure Trusted Signing on Windows, Apple notarization on macOS) for one-click install. SHA-256 checksums for the Community binaries are reproducible from the open source — verify your download against the GitHub releases page.

    open sourceAGPLannouncementreleasecommunity editionprojection mappingVJ software

    Ready to start projection mapping?

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