A physics sandbox in your browser. Spawn 150 props and build machines you drive from a seat, with welds, wheels, hydraulics and wires. Smash glass, knock bots over, loose a tornado or a flood on your builds, play prop hide-and-seek, survive zombie rounds, and make your own gamemodes as mods.
Patchwork is an open-source physics sandbox by Patch: a toy box with no goal, built for the browser.
New here? The first time you play, a welcome card offers a 60-second tour (grab a crate, freeze it, spawn a prop, weld two props, add a thruster, fire it) or the Modes menu. Press M any time for the modes, with a Start button on each, and for ideas to try, some with a one-click example build. By the spawn there are pads you can stand on to start a mode.
Press Q for the spawn menu (Q again or Esc closes it): about 150 props across furniture, kitchen, office, street, garden, sports, toys, industrial and nature, plus plates, beams, blocks and wheels for building, and a crash-test dummy that flops like a ragdoll. Glass, crates, melons and TVs break into pieces when you hit them hard enough. Things float in the pool, and heavy things sink.
The physgun picks anything up where you grab it: scroll to push and pull, hold E and move the mouse to turn it (Shift snaps to 45°, Shift and Alt to 15°, R stands it upright), right click to freeze it in mid-air, let go mid-swing to throw it, R to unfreeze (twice for everything). The toolgun has 30 tools. Constraints: weld, no collide, rope, elastic, axis, ball socket, slider, hydraulic, muscle, winch, pulley and motor. Construction: wheel, thruster, balloon, hoverball, keep upright, button, emitter, explosives, align, remover and duplicator. Render: light, lamp, camera, colour and physical properties (ice, rubber, super bouncy...). Wiring: the wire tool and twelve chips (AND, OR, NOT, XOR, toggle, delay, clock, pulse, counter, constant, compare, add). Right click with the weld tool for an easy weld that lines one prop up against another. Press C for the context menu and click a prop: freeze, gravity, collisions, keep upright, ignite, break, colour, mass, and Properties for everything about it.
Building: every placing tool shows a see-through ghost of what the next click makes, green where it works and red where it doesn't: a thruster with an arrow showing where the part will go, a wheel with its axle and the way it rolls, a muscle with how far it pushes. The tool card always says what the tool is for and which click you're on, and right-click goes back a step. Points snap to a grid on a part's face, turns go in 15° steps, and parts you spawn onto a part weld to it. Put a Seat on a build and press E to sit in it: its wheels, motors and thrusters answer to WASD, Space and Shift by the way they move it, A and D turn it (the seat helps it round), V shows it from behind while you drive, and a panel says which key does what. Every chair, bench and sofa can be sat on too. Key labels hang over powered parts while you build, X shows every connection, and the context menu's card lists what a build is made of. The Align tool lines one part up with another, and letting go of a held part with Shift drops it flush onto what's under it. The Blueprints tab is a library of 31 machines in four categories (vehicles, machines, contraptions and fun): a car, a tread crawler, a helicopter, a muscle walker, a 10 m ferris wheel you can ride, a counterweight catapult with a fire button, a crane with a winch and hook, a marble run, a chain reaction and more, each built from the same parts and tools you have. Each card says what it teaches and turns as you hover it; spawning one puts it in front of you with a card that says what to press, and names its parts and joints, drawn on it. The tab keeps your own blueprints too, which copy out as text. Build-alongs walk you through your first car, a rocket and a muscle walker one step at a time, with bright blue ghosts showing where each part goes (they snap your part in when it's close), and three challenges (cross the pool, deliver the crate, reach the roof) earn up to three stars.
Contraptions: press buttons with E, and wire them to what they drive. A button wired to a hydraulic opens a door, a clock wired to a lamp blinks it, and a hoverball lifts whatever it's welded to on I and K. Explosives: stick dynamite on anything and set it off with B, a wire or fire, or spawn an explosive barrel that goes off when it's hit hard; blasts break things, set off other explosives and throw you. Cameras: place one, and its key shows you its view. The duplicator now shows where a copy will land before you paste it, and saved dupes get a picture.
Walker bots (Entities > Walker bot) wander the plaza or follow you. Knock one over with anything, the physgun included, and it falls as a ragdoll, then gets back up.
Disasters (a mod, in the Mods tab under Gamemodes): a tornado, an earthquake and a flash flood, one after another or one at a time, against a small town and eight walker bots, and anything you've built. A siren warns you 8 seconds ahead. The tornado drags props into its funnel and flings them out of the storm, the earthquake rocks towers until they fall and trips the bots, and the flood rises over the plaza while the bots run for the terrace; what floats, floats, and you can swim. Each one is scored on how many bots are still on their feet and how much of the town is where it was.
Prop hide-and-seek (a mod, in Gamemodes): hide as a prop or seek the bots hiding as props, in a yard of clutter around the hall. Hiding, you see yourself from behind; press F to become whatever you aim at and R to stop turning. Four red seekers come looking after 30 seconds: they poke props that look out of place, and any that sees you move comes straight for you. Hide among your own kind and hold still for two and a half minutes. Seeking, six bots have hidden as props: click them with the Seeker tool before three minutes run out, and listen for the ones that can't help hopping.
Zombie rounds (a mod, in Gamemodes): round after round of zombies come out of the dusk for you and three survivors, more and tougher each round. Your weapons are the sandbox: throw things with the physgun, drop crates on them, roll barrels, blow them up, or swing the Bat. Hits and kills earn points; spend them on the Thumper (a blast that bowls them over) or a spin of the mystery crate, and between rounds the spawn menu opens so you can build a barricade, at 25 points a prop. Power-ups drop from the dead: a nuke, insta-kill and double points. A survivor the zombies bring down gets up as one of them.
Mods (beta): press Q and open the Mods tab. Patchwork comes with example mods to turn on: Rocketify (a tool that turns any prop into a rocket), Bounce pads (an entity that throws whatever lands on it, you included), Target practice (a 60-second gamemode), Disasters, Prop hide-and-seek and Zombie rounds. Edit any of them, or write your own, in the built-in code editor: it checks your types as you write, and Ctrl+S hot-reloads the mod without touching the world. Every mod runs in its own sandboxed worker with no network and only the permissions it asks for. You're asked before a mod can move you or change other people's props. Press ~ for the console. Writing mods: llms.txt and docs/ in the game files.
Save your world from the spawn menu, copy the duplicator's contraptions to your shelf, and share either one as a code that anyone can paste in. Z undoes, and the undo tab lists everything you made.
Controls: WASD move, Space jump, Ctrl crouch, Shift run, 1 physgun, 2 toolgun, Q spawn menu, C context menu, E press buttons and sit, X connections, Z undo, V noclip, T fire thrusters, arrow keys drive wheels and motors, G hydraulics, U and J winches, I and K hoverballs, L lights, B dynamite, N cameras, ~ console, Esc pause and settings. Gamepads (standard mapping): RT use, LT alternative, LB spawn menu, RB context menu, A jump, B crouch, X reload, Y rotate, D-pad to switch tools and push or pull; in menus the right stick moves a cursor and A clicks.
Credits: look after Bruno Simon's folio-2025 (MIT). Props from Kenney (CC0), KayKit by Kay Lousberg (CC0), Poly Pizza models by MilkAndBanana, CreativeTrio, Isa Lousberg and Quaternius (CC0), folio-2025 (MIT), and props made for Patchwork. Sounds from Kenney (CC0), CC0 recordings from Freesound (the authors are named in CREDITS.md), and sounds made in code. Libraries: three.js (MIT), Rapier (Apache-2.0), CodeMirror (MIT), sucrase (MIT), and TypeScript (Apache-2.0) for checking mods in the editor. The full list is in CREDITS.md in the game files. The code is MIT.