11.) Why Steel Cyclone Studios Is Moving from XNA to Web-Based Games
For years, Steel Cyclone Studios has been crafting ambitious game projects using Microsoft's XNA framework. XNA was once a cornerstone for indie developers—providing a powerful toolkit for building Windows-based games with C#. It empowered many of us to turn our creative visions into playable experiences. However, as time moved forward, so did the industry, and the support for XNA gradually faded into obsolescence.
Today, I want to share why I’ve decided to migrate—and in some cases, fully duplicate—my XNA projects into web-based formats using technologies like WebGL, Three.js, JavaScript, and eventually, PlayCanvas and Ammo.js. This transition hasn’t been easy, but it’s one I believe is essential for the future of our studio and for the players who enjoy our work.
The Challenges of Transitioning
Shifting from XNA to the web isn't a plug-and-play process. XNA uses C#, a robust object-oriented language, while most web-based game engines rely heavily on JavaScript—a very different language in both syntax and paradigm. It’s like trying to write a novel in a language you're still learning while also trying to translate your original tone and style.
Beyond language barriers, the rendering pipelines differ drastically. XNA leverages DirectX, while the web relies on WebGL. Rebuilding shaders, assets, and mechanics from scratch to work in a browser is a time-consuming but necessary step.
Another technical hurdle is performance. Browser environments require a different optimization mindset. You’re no longer targeting a closed Windows ecosystem—you’re targeting everything from low-end Chromebooks to high-powered gaming rigs.
Learning New Tools: PlayCanvas & Ammo.js
To bridge this gap, I’ve been diving into Three.js, a 3D library that simplifies working with WebGL. While it’s a great start, I’m also looking into PlayCanvas, a powerful, browser-native game engine that offers visual editing tools, real-time collaboration, and excellent cross-platform support.
I’m also integrating Ammo.js, a JavaScript port of the Bullet physics engine. This will help bring realistic, responsive physics to our web-based projects—critical for the kind of action and interaction we want in our games.
Why Web-Based Games?
So, why go through all this trouble? Simply put: accessibility, flexibility, and reach.
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Platform Freedom
Web-based games run on virtually any device with a browser—Windows, Mac, Linux, iOS, Android, even Smart TVs and handheld consoles. That means players don’t need to download or install anything to play. One click, and they’re in. -
No Installation, No Hassle
Installing PC games can be a barrier for many players—especially those using shared or school computers, or mobile devices. Web games remove that friction and invite spontaneous, quick play sessions. -
Expanded Controller Support
Modern browsers increasingly support a wide array of input devices—from Xbox and PlayStation controllers to mobile touchscreens, keyboard and mouse, and even VR hardware. That kind of versatility was nearly impossible under XNA's original scope. -
Easier Updates & Iterations
With web-based games, I can push updates instantly without requiring users to download patches or restart their systems. This is a huge advantage for live testing, quick bug fixes, and iterative design.
Looking Ahead
This migration marks a major step in our studio's evolution. While it's bittersweet to leave XNA behind, embracing modern web technology opens the door to broader audiences, more creative freedom, and innovative game mechanics.
I want our games to be accessible to everyone—whether you’re on a gaming PC, a phone on your lunch break, or a tablet on the couch. And I want Steel Cyclone Studios to be at the forefront of indie web gaming.
We’ll be sharing more devlogs, behind-the-scenes updates, and prototypes as we move forward. Thanks for being part of the journey—and get ready to play, no download required.
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Jordon McClain
Founder & CEO, Steel Cyclone Studios
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