Roadmap · characters
NPC archers and casters planned
Ranged and magic combat for townsfolk and bandits.
Child NPCs planned
A child body class with its own gait and clothing.
Planted strides and a new run shippedv2026.09.24
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 walls shippedv2026.09.24
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.
Original character motion shippedv2026.09.21
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 body shippedv2026.09.21
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 contact shippedv2026.09.21
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 provenance shippedv2026.09.21
Armour and weapons are stored in their own socket space, and every build refuses any model that carries Mixamo animation or rig data.
Animations without Mixamo shippedv2026.09.19
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.