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.
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
What's in v1.0
The full list lives on the Community landing page, but
the headline surfaces:
per-corner curves
point cloud, gaussian splat, SVG, lines, text, light painting,
Three.js scene
touch-controllable surface for clip launching, mixer, master, shader
params
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:
beat-grid auto-pulse)
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:
welcome)
Fedora / NixOS welcome)
src/lib/effects/)
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.
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.