diff --git a/sysdata/libraries/render/src/lib.hb b/sysdata/libraries/render/src/lib.hb
index 4e656a2..00279a3 100644
--- a/sysdata/libraries/render/src/lib.hb
+++ b/sysdata/libraries/render/src/lib.hb
@@ -39,6 +39,9 @@ put_pixel := mode.put_pixel
 put_rect := mode.put_rect
 put_filled_rect := mode.put_filled_rect
 put_trirect := mode.put_trirect
+put_circle := mode.put_circle
+put_filled_circle := mode.put_filled_circle
+put_textured_circle := mode.put_textured_circle
 put_line := mode.put_line
 put_vline := mode.put_vline
 put_hline := mode.put_hline
diff --git a/sysdata/libraries/render/src/software.hb b/sysdata/libraries/render/src/software.hb
index efc8d92..0c4780e 100644
--- a/sysdata/libraries/render/src/software.hb
+++ b/sysdata/libraries/render/src/software.hb
@@ -251,6 +251,90 @@ put_hline := fn(surface: Surface, y: uint, x0: uint, x1: uint, color: Color): vo
 
 	return
 }
+
+put_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
+	x := 0
+	y := radius
+	error := @as(int, 3) - @as(int, @intcast(2 * radius));
+	*@inline(indexptr, surface, pos.x + radius, pos.y) = color;
+	*@inline(indexptr, surface, pos.x - radius, pos.y) = color;
+	*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
+	*@inline(indexptr, surface, pos.x, pos.y - radius) = color
+
+	loop if y < x break else {
+		x += 1
+
+		if error > 0 {
+			y -= 1
+			error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
+		} else {
+			error += 4 * @intcast(x) + 6
+		};
+		*@inline(indexptr, surface, pos.x + x, pos.y + y) = color;
+		*@inline(indexptr, surface, pos.x + y, pos.y + x) = color;
+		*@inline(indexptr, surface, pos.x - x, pos.y + y) = color;
+		*@inline(indexptr, surface, pos.x - y, pos.y + x) = color;
+		*@inline(indexptr, surface, pos.x + x, pos.y - y) = color;
+		*@inline(indexptr, surface, pos.x + y, pos.y - x) = color;
+		*@inline(indexptr, surface, pos.x - x, pos.y - y) = color;
+		*@inline(indexptr, surface, pos.x - y, pos.y - x) = color
+	}
+
+	return
+}
+
+put_filled_circle := fn(surface: Surface, pos: Vec2(uint), radius: uint, color: Color): void {
+	x := 0
+	y := radius
+	error := @as(int, 3) - @as(int, @intcast(2 * radius))
+	@inline(put_hline, surface, pos.y - x, pos.x - radius, pos.x + radius, color);
+	*@inline(indexptr, surface, pos.x, pos.y + radius) = color;
+	*@inline(indexptr, surface, pos.x, pos.y - radius) = color
+
+	loop if y < x break else {
+		x += 1
+
+		if error > 0 {
+			@inline(put_hline, surface, pos.y + y, pos.x - x, pos.x + x, color)
+			@inline(put_hline, surface, pos.y - y, pos.x - x, pos.x + x, color)
+			y -= 1
+			error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
+		} else {
+			error += 4 * @intcast(x) + 6
+		}
+		@inline(put_hline, surface, pos.y + x, pos.x - y, pos.x + y, color)
+		@inline(put_hline, surface, pos.y - x, pos.x - y, pos.x + y, color)
+	}
+
+	return
+}
+
+put_textured_circle := fn(surface: Surface, source: Surface, source_pos: Vec2(uint), pos: Vec2(uint), radius: uint): void {
+	x := 0
+	y := radius
+	error := @as(int, 3) - @as(int, @intcast(2 * radius))
+	@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y), @inline(indexptr, surface, pos.x - y, pos.y), 2 * y);
+	*@inline(indexptr, surface, pos.x, pos.y + y) = *@inline(indexptr, source, source_pos.x, source_pos.y + y);
+	*@inline(indexptr, surface, pos.x, pos.y - y) = *@inline(indexptr, source, source_pos.x, source_pos.y - y)
+
+	loop if y < x break else {
+		x += 1
+
+		if error > 0 {
+			@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - x, source_pos.y + y), @inline(indexptr, surface, pos.x - x, pos.y + y), 2 * x)
+			@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - x, source_pos.y - y), @inline(indexptr, surface, pos.x - x, pos.y - y), 2 * x)
+			y -= 1
+			error += 4 * (@as(int, @intcast(x)) - @as(int, @intcast(y))) + 10
+		} else {
+			error += 4 * @intcast(x) + 6
+		}
+		@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y + x), @inline(indexptr, surface, pos.x - y, pos.y + x), 2 * y)
+		@inline(memory.copy, Color, @inline(indexptr, source, source_pos.x - y, source_pos.y - x), @inline(indexptr, surface, pos.x - y, pos.y - x), 2 * y)
+	}
+
+	return
+}
+
 utf8_len_table := [u8].(0, 0, 2, 3)
 
 put_text := fn(surface: Surface, font: Font, pos: Vec2(uint), color: Color, str: ^u8): void {