Roadmap

Curated from the engine's working notes; dates are when an item was listed, not promises. Areas: worldrendercharactersrpgtoolsphysicsaudioplatform

In progress (0)

Planned (11)

Terrain density rework world

A density field that can hold drainage, so rivers become part of the terrain.

Save safety rpg

An imported save or an intro replay never overwrites the save of another world, and every saved section is validated on load. · listed 2026-09-02

Quest and companion polish rpg

Bandit-hunt respawns, escort re-accepts, refusal farming and followers that keep pace. · listed 2026-09-02

Intro robustness platform

The intro holds up when it is skipped, restored from a save or replayed. · listed 2026-09-02

The Lost Origin rpg

The story backbone, a seeded clue trail across bodies feeding a long cross-planet chain.

Cross-planet quests rpg

Routes and quests that span bodies.

NPC archers and casters characters

Ranged and magic combat for townsfolk and bandits.

Child NPCs characters

A child body class with its own gait and clothing.

Multi-slot saves platform

Several adventures per browser, chosen from the character screen.

Spells v2 rpg

More spells, spell gear and a spell shop.

Music and lore affinity audio

The per-body soundtrack reacts to reputation and story state.

Shipped (35)

Phones and tablets platformv2026.10.05

An on-screen stick and action buttons, drag, pinch and twist on the world, a lighter sound graph, and a phone tier that compiles only the shaders it draws. A recent phone starts and plays it. · listed 2026-10-05

Graphics presets that fit the machine platformv2026.10.05

Low, Medium and High presets chosen by a first-load probe of the GPU, every setting still editable, and a boot guard that steps the settings down after a start that died. · listed 2026-10-05

Rounded surfaces renderv2026.10.05

Rounded terrain up close and rounded bark, world tree and rocks, behind a SURFACE DETAIL window with sliders. Switched off, the frame costs what it did before. · listed 2026-10-05

Settings windows that all work toolsv2026.10.05

The sidebar regrouped around working controls, with dead toggles and the world rebuild removed, and a PLANET window that edits the sky, sea and weather of the planet you stand on. · listed 2026-10-05

The sea, reworked renderv2026.10.04

An FFT wind sea on a world-locked mesh, simulated ripples, wakes and foam, breaking surf that wets the sand, and the terrain, the rain and what floats measuring the sea the mesh draws. · listed 2026-10-04

Faster water, faster boot renderv2026.10.04

One water shader compile at boot instead of four, the sea final on the first frame, and a leaner shader, about a tenth off the water pass at 4K in our measurements. · listed 2026-10-04

Baked NPC voice audiov2026.09.24

Scripted NPC lines, barks and chatter play from clips baked ahead of time, so towns speak with no speech model running. It loads only for typed console chat; unbaked lines show as text. · listed 2026-09-23

Spell combat rpgv2026.09.24

Emberbolt is readied from the hotbar, charged on the left button and thrown at the pointer, scorching and burning what it hits. Mend and Lantern have their own casts, all with positional sound. · listed 2026-09-23

27 more shipped

Planted strides and a new runv2026.09.24

Feet stay planted at any speed for the player and every NPC, bow and spell stances included. A new long-stride run replaces the old one; default walk and run are 1.35 and 5 m/s.

NPCs and wildlife that respect wallsv2026.09.24

NPCs and animals meet real building walls at any distance, fish stay out of rock and pursuers find their way through doorways. Residents stroll, shop, chat and visit the inn; herds keep apart.

Faster townsv2026.09.24

Tree shadow culling now works (a bounds defect kept every tree in the sun and lamp shadow passes), and cheaper shadows, water, rain and animation cut a big town's 4K frame time by about a third.

Intro sequence reworkv2026.09.22

The intro lands on the high road with one sweeping camera, an in-engine grade and letterbox, and a flight clear of the world tree. The angel carries you by the arms and the fall stays on you.

Original character motionv2026.09.21

Every motion is an original take baked onto each body's own rig. New idle, walk, run and fall, a single-bend jump, smooth landings, and every clip's source checked in the build.

Arms that clear the bodyv2026.09.21

Arms no longer pass through the torso on fuller builds. A smooth, frame-rate independent clearance pass runs on every body and eases in and out instead of snapping.

Cheaper foot contactv2026.09.21

The foot contact guard does a fraction of its former work each frame, so towns full of characters cost less, and a stumble over a kerb no longer counts as a landing.

Clean rig provenancev2026.09.21

Armour and weapons are stored in their own socket space, and every build refuses any model that carries Mixamo animation or rig data.

Complete third-party noticesv2026.09.21

Physics, voice and compiled runtime notices ship with the source and the web build, each checked against the exact files it covers.

Stealthv2026.09.19

Sneaking, NPC perception, pickpocketing, locked doors and chests with lockpicking, crimes that towns remember and guards who act on them.

Skills and levelsv2026.09.19

Skills improve with use and raise the character's level, NPCs have levels too, and a hotbar on keys 1 to 8 holds and casts spells.

Bow passv2026.09.19

The shot follows the pointer through a ballistic solve, holding a full draw costs stamina, sneak and head shots hit harder, and arrows stick in walls and bodies.

Searchable bodiesv2026.09.19

The dead are containers you can search and strip, and an NPC's body with loot left on it is still there after a reload.

Walls, gates and roadsv2026.09.19

Town walls that follow the ground, gates with a working portcullis, colliders on decor and roads blended into the terrain.

Building interiorsv2026.09.19

Buildings laid out by zones and room roles, furnished from the prop packages, with working hearths and doors that open on E.

Settlement propsv2026.09.19

188 generated prop packages with LODs, colliders and interaction sockets, placed in towns by the furnishing planner.

Town bundles re-bakedv2026.09.19

Town bundles regenerated so every town keeps its own guards, with the new walls, gates and roads baked in.

Animations without Mixamov2026.09.19

Every character clip now comes from Meshy, as a library action or a text-to-motion clip retargeted onto the engine's own rigs, with its source recorded and checked in the build.

Trees and bushesv2026.09.19

New species with their own bark and leaf art, species with glowing leaves and bark, and roots that meet the ground.

Performance and memoryv2026.09.19

Cheaper shadow cascades, grass and vegetation, impostor atlases baked ahead of time, and a memory leak on planet swaps fixed.

World tree and the treehouse villagev2026.09.11

A 560 m tree the world knows about, with one village in its boughs and roads that keep clear of its roots.

Character entry as the front doorv2026.09.11

The character screen opens on a live GPU scene while the world prepares behind it.

Physics forks merged with upstreamv2026.09.11

parry 0.30.2 and rapier 0.35.3 merged into the density-field forks.

The wings questlinev2026.09.11

Flight is earned through one of three paths, the Sensei's Trials, the Grafter or the Guard Oath, and the sky stays closed until then.

Bandit campsv2026.09.11

Bandit camps in the wild and quests to clear them.

The cast-down introv2026.09.11

A procedural descent with narration, replacing the recorded one.

A silent shipped consolev2026.09.11

A production build prints nothing unless asked with ?diag, and a build epoch clears stale client state once.