Open-source project
Artemis-RGB/Artemis avatar
Artemis-RGB/Artemis

Artemis: one lighting layer across many RGB peripherals

Provides advanced unified lighting across many different brands RGB peripherals

1,206 stars92 forksC#NOASSERTION

At a glance

What is it?
Artemis is a Windows application that puts advanced lighting effects on RGB keyboards, mice and headsets from many different brands, with a plugin per device family and a shared surface editor for placing effects in 2D space. It suits a gamer or a modder who owns peripherals from more than one vendor and wants one lighting profile across all of them.
Who is it for?
Adopt Artemis if you own RGB peripherals from more than one brand and want a single lighting profile and effect set across them. Skip it if you have one device from one vendor, since the vendor's own software will do that job.
Can I use it commercially?
Check first. The repository uses a licence we do not classify automatically, so read its LICENSE file before any commercial use.
Is it still maintained?
Yes. The repository last received commits 3 days ago.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 22, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What the application does

Artemis adds highly configurable support for several games to a range of RGB keyboards, mice and headsets. The project description puts it more precisely, providing advanced unified lighting across many different brands of RGB peripherals, and the word unified is the one that carries the value. A lighting effect such as a reactive border or a per-key reaction usually means a separate utility per vendor, each with its own interface and its own idea of what a profile is, and Artemis exists to put one effect set on hardware from several vendors at once. The primary language is C#, the homepage is artemis-rgb.com, the last push was on 2026-09-26, and the most recent release is a prerelease, Artemis 2, from 2023-05-24. The licence is one GitHub cannot classify and the badge in the README says noncommercial, which is worth reading in the LICENSE file before you build on it.

The plugin model, and the hardware caveat

The architecture is plugin based, and the README is unusually candid about the state of it. There are plugins for each brand supported by RGB.NET, but they have not been thoroughly tested due to a lack of hardware, and the instruction is to raise any issues on Discord. The full list of supported devices is on the wiki rather than in the repository, which is a sensible arrangement since the device list changes as hardware appears. The plugin documentation is at artemis-rgb.com/docs/ and a pre-release download is offered at artemis-rgb.com, while the wiki holds the getting started guide for users. So the shape of the project is a Windows host application with a plugin per vendor, and the plugins are the part with the least testing behind them.

The surface editor, and what spatial awareness buys you

The most interesting feature in the work-in-progress screenshots is the surface editor, and the explanation given is a design statement rather than a feature list. The surface editor allows you to recreate your desktop in 2D space, and this provides Artemis with spatial awareness and ensures effects scale properly over your different devices. Right-clicking a device lets you change its properties such as rotation and scale. That is the core idea of a unified lighting tool. An effect like a wave that crosses the keyboard from left to right has to be expressed in a coordinate space that spans every device, because the mouse is not the same size or position as the keyboard, and without a shared space the effect on each device would be independently scaled and the illusion would break.

The keyframe engine

Alongside the surface editor there is a keyframe engine, and the description of what it does covers the usual animation needs. With the keyframe engine you can animate almost any property of the layer, and in the example shown, the position and scale of the shape are animated using keyframes. Almost any property is the important phrase, because it means the model is not a fixed set of built-in effects with a speed slider but a general animation system over the device layer. A plugin author can therefore expose a new property and have it animate, rather than hard-coding a preset. The README also notes that video tutorials and written guides for many of the features displayed are planned for when Artemis 2 nears feature completion, which is the honest framing of a project whose screenshots are ahead of its documentation.

Building it from source

The build instructions assume a Windows environment and two repositories. You create a central folder such as `C:\Repos`, clone Artemis into `<central folder>\Artemis`, clone the Artemis.Plugins repository master branch into `<central folder>\Artemis.Plugins`, then open `<central folder>\Artemis\src\Artemis.sln` and build as Debug, and open `<central folder>\Artemis.Plugins\src\Artemis.Plugins.sln` and build as Debug as well. The PowerShell route does the same in one block:

bash
git clone https://github.com/Artemis-RGB/Artemis Artemis
git clone https://github.com/Artemis-RGB/Artemis.Plugins Artemis.Plugins
dotnet build .\Artemis\src\Artemis.sln
dotnet build .\Artemis.Plugins\src\Artemis.Plugins.sln

The two-solution structure is worth noting, because it reflects the plugin boundary. The host application is one solution and the device plugins are another, and a plugin that does not compile does not stop you building the host. The repository root also has an `azure-pipelines-pr.yml` for pull request builds and a `docfx/` directory, which is the documentation generator used for the API reference.

Plugin development, and the absence of documentation

Writing a plugin is the extension point, and the README describes where it stands. While Artemis 2 is still in development, the plugin API is pretty far along. To get started you can download the .NET templates and check out the Artemis.Plugins.Templates repository, and the templates provide some commentary to get you going. Due to the volatile nature of the project right now, there is no documentation yet, and the invitation is to ask for more help in Discord. Third party plugins are already appearing, and the project keeps a list of them on the wiki. That is a workable pattern for a plugin ecosystem, templates plus a list plus a chat room, but it does mean a plugin author is reading example code rather than a specification, and that the API can move under them while Artemis 2 is still in development.

The project history, and who backs it

There is a line in the README about the special thanks, and it says over the years several companies have supported Artemis by providing both hardware and software, naming Corsair and Wooting. Wooting in particular is a keyboard maker whose hardware is where the developers of an RGB lighting tool would find the test rigs. The repository has been running for a while, and the badges are a mix of the current organisation, Artemis-RGB, and the older SpoinkyNL paths for the release and licence links, which suggests the project moved at some point and the older links remain in the README. There is a Discord server and a PayPal donation link, and the forums are not where the conversation happens. For a project whose stated weak point is having plugins that could not be thoroughly tested, the presence of hardware sponsors is what turns that from a permanent limitation into a temporary one.

Editorial conclusion

Adopt Artemis if you own RGB peripherals from more than one brand and want a single lighting profile and effect set across them. Skip it if you have one device from one vendor, since the vendor's own software will do that job. Before you rely on it, note the caveat in the README itself, that the per-brand plugins have not been thoroughly tested due to a lack of hardware, and check the device list on the wiki, since the supported set is defined there rather than in the repository.

Frequently asked questions

What does Artemis do?

It adds highly configurable lighting support for several games to a range of RGB keyboards, mice and headsets, providing advanced unified lighting across many different brands of RGB peripherals rather than one vendor's software at a time.

How do I build Artemis from source?

Clone Artemis and the Artemis.Plugins repository into a central folder, then build Artemis.sln and Artemis.Plugins.sln as Debug, either from Visual Studio or with `dotnet build` on each solution in PowerShell.

How reliable are the per-brand Artemis plugins?

The README states that although there are plugins for each brand supported by RGB.NET, they have not been thoroughly tested due to a lack of hardware, and asks that any issues are raised on Discord. The full list of supported devices is on the wiki.

What is the Artemis surface editor for?

It lets you recreate your desktop in 2D space, which gives Artemis spatial awareness and ensures effects scale properly over your different devices. Right-clicking a device changes its properties such as rotation and scale, and the keyframe engine can animate almost any property of the layer.

Official sources

  1. Artemis-RGB/Artemis on GitHub
  2. Issues
  3. Project website
  4. README
  5. Releases
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