ArcadeStudio · by Grumpy Gorilla

Build the cabinet around your games.

Desktop workshop for arcade cabinet owners

Shape the machine, not just the game list.

In development

ArcadeStudio is the desktop workshop for people who build and run arcade cabinets. Configure the machine and its content in Studio, then publish a cabinet bundle for ArcadeServer.

ArcadeServer consumes that published bundle at runtime. It does not use Studio’s editable working files as a second live catalog.

Built for the cabinet around the games

Keep the machine’s moving parts in one workshop.

A cabinet has controls, devices, screens, lighting, media, catalog data, and launch behavior. ArcadeStudio gives those parts named workspaces and a deliberate handoff to the runtime.

Map the cabinet

Describe player controls, cabinet zones, connected hardware, controller bindings, and LED channels before runtime depends on them.

Prepare the content

Build the working catalog, install Data Packs, review media in Assets, and make changes in the workspace that owns each behavior.

Publish a known state

Build and validate a cabinet bundle, then let ArcadeServer install and run that published state instead of live editor files.

How the product fits together

Edit in Studio. Hand over a bundle. Run it in ArcadeServer.

  1. 1

    Configure in ArcadeStudio

    Work across Cabinet, Hardware, Controllers, LED, Data Management, Data Packs, Overlay Editor, Marquee, Assets, Rules, Automation, and Launch.

  2. 2

    Publish the cabinet bundle

    Publish collects the selected sections, validates the handover, installs it to the chosen server, and verifies the active state.

  3. 3

    ArcadeServer owns runtime

    The cabinet consumes the active published bundle. Unsaved or unpublished Studio changes stay out of the live session.

Cabinet foundation

Give every control a place and a job.

Cabinet maps player controls and cabinet zones. Hardware registers devices against cabinet and player roles, while Controllers owns the input bindings that ArcadeServer later applies.

ArcadeStudio Cabinet workspace mapping Player 1 and Player 2 controls plus cabinet zones
Cabinet — the shared machine map for controls and cabinet zones.

Hardware and inputs

Register what is connected before assigning behavior.

Hardware separates detected devices from the roles you choose for the cabinet. Controllers then maps physical inputs and provides a server-side test path for the published assignment.

ArcadeStudio Hardware workspace showing registered controllers, gamepads, and spinners
Hardware — discovered devices registered to cabinet and player roles.

Catalog and Data Packs

Build the catalog, then dress it with verified inputs.

Data Management owns the working Master.db, catalog corrections, enrichment, and unmatched-launch Inbox. Data Packs installs reusable content, but installation is not the same as enabling, rebuilding, mapping, turning an Automation flow Live, or publishing.

ArcadeStudio Data Management Workshop showing Master.db build inputs and catalog dressing tasks
Data Management — build inputs, catalog enrichment, and the working database.

Presentation and decisions

Design what players see; publish what the cabinet should do.

Overlay Editor owns shader-overlay setup, scene design, preview, profiles, and assignments. Rules resolves the published decision stack. Studio preview and editor state are design tools—the cabinet continues to use its last published configuration.

ArcadeStudio Overlay Editor with shader package settings, design canvas, layers, and selection inspector
Overlay Editor — package setup, scene design, preview, and assignment.

Runtime behavior

Author behavior in Studio; run enabled flows on the cabinet.

Automation provides If / Then authoring, installed examples, and a Live state. Assets holds media, Launch holds launch profiles, and ArcadeServer runs the enabled and published result rather than using those Studio pages as a live control surface.

ArcadeStudio Automation Example library with reusable If and Then flow templates
Automation — user-authored flows and installed examples, kept off until made Live.

Studio-to-cabinet handoff

Publish a cabinet state you can inspect.

Publish prepares Studio data, validates required sections, builds the bundle, installs and activates it on ArcadeServer, then checks runtime readiness. ArcadeServer opens the published copy of the catalog and runtime configuration; it does not treat Studio’s live working files as another runtime catalog.

ArcadeStudio Publish workspace showing bundle preparation, validation, installation, verification, and readiness stages
Publish — a staged, section-aware handoff to ArcadeServer.

Verified workspaces

The labels match the product.

These development-build screenshots are captioned with the workspace they actually show.

ArcadeStudio LED workspace assigning hardware channels to cabinet controls and zones
LEDMap cabinet targets to device channels.
ArcadeStudio Assets media library with filters, match status, and preview details
AssetsReview media, roles, matches, and bindings.

Current status

In development, with no public download yet.

ArcadeStudio does not currently have a verified public release, installer URL, release date, pricing, or published licensing terms on this site. The screenshots and documentation describe a development build.

Questions can go to contact@grumpygorilla.app.

Notify me when ArcadeStudio goes live

One email when ArcadeStudio goes live. Not a newsletter. Not an opt-in. Not spam. We delete your address after that note.

Read the release status

Build with the facts we have now

Learn the workflow. Follow the development.

Use the documentation to understand the current development build, then follow News for public updates from Grumpy Gorilla.