Roadmap

What has shipped, what is coming in the next release, and what is planned. Later items are directions, not promises.

Shipped in v0.7.0

In the newest release.

Rendering and lighting

  • A good look by default

    A scene that sets no exposure gets automatic exposure in the high-definition renderer, and both renderers share the same default tone curve, so a first scene looks right in either.

    • Shipped in v0.7.0
    • Beta

World building

  • Paint forests with a brush

    Paint or erase plants with a brush, and draw thousands as one instanced object, each with a stable identity. Tested headless with a million instances: scene load, memory and physics.

    • Shipped in v0.7.0
    • Beta

Animation and characters

  • Layered animation with hit windows

    Layer animations by body part (swing a sword while running), mark cancel and hit windows on the clip timeline, and attach weapons and sensors to bones so hits register where the blade actually goes. Feet plant on slopes.

    • Shipped in v0.7.0
    • Beta
  • Bring your own animations

    Convert FBX, BVH, glTF and Blender clips onto one standard humanoid skeleton and play any clip on any character. A contact-sheet preview shows the result before you import.

    • Shipped in v0.7.0
    • Beta
  • See your animation graph at work

    The editor shows a character's animation graph: its states, transitions, layers and parameters, with the current state lit while the game plays. Press a state to preview its clip, or scrub any clip in the scene view.

    • Shipped in v0.7.0
    • Beta

Audio

  • Music for your game

    Generate background music through a connected music service using your own account, or import tracks you already have. Where each track came from is recorded with it.

    • Shipped in v0.7.0
    • Beta

Editor and workflow

  • Prefabs inside prefabs

    Build a prefab from other prefabs: a house from walls and windows, a street from houses. A change to an inner prefab reaches every place that uses it, and a loop or runaway nesting is caught with a clear message.

    • Shipped in v0.7.0
    • Beta

Shipped in v0.6.0

Released earlier.

Rendering and lighting

  • Write shaders with guard rails

    A shader code panel with colors, sliders generated from the code, error hints, a cost meter and a live preview. One shader file works in both the standard and high-definition renderers. Desktop exports prepare every shader while loading, so play does not stutter the first time an effect appears.

    • Shipped in v0.6.0
    • Beta
  • Facet: detail without triangle budgets

    Meshes with millions of triangles draw only the detail the screen can show, so you stop hand-making lower-detail versions. Rocks, trunks and scanned props stay sharp up close and cheap far away. Geometry streams from disk as the camera moves. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Far-away worlds that stay cheap

    Distant trees turn into baked billboards automatically, so long view distances stay affordable. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Solstice: real-time light and reflections

    Light bounces around the scene live: sun, sky and glowing surfaces light everything they face, and reflections include objects that are off screen. It needs a graphics card with ray tracing; without one, the scene uses simpler lighting and the engine reports why. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Sharp, stable shadows

    In the high-definition renderer, sun shadows are cached and only redrawn where something moved, so wide views stay sharp and cheap, and point and spot lights cast shadows too. On graphics cards with ray tracing it can trace shadows, and swaying trees and animated characters show up in them as they move.

    • Shipped in v0.6.0
    • Stable
  • Physical sky and clouds

    A sun-driven sky with volumetric clouds, cloud shadows and distance haze. Available in the high-definition renderer. Optional automatic exposure, where the camera adapts like an eye between shade and sunlight, arrives in the next release.

    • Shipped in v0.6.0
    • Beta
  • Physically based materials

    Metal, clear-coat car paint with flakes, back-lit leaves and cloth, and correct overlapping transparency in the high-definition renderer. Upscaling and multisampling keep edges clean.

    • Shipped in v0.6.0
    • Stable

World building

  • Open ocean at calm noon: procedural waves and sun glitter rendered in real time in the high-definition renderer

    Oceans with weather

    A sea that goes from calm swell to a gale, with foam, spray off breaking crests at the Ultra preset, calm harbors you paint with a mask, and waves running up a shore you describe with a height map. Floating objects ride the real waves, and replays on the same machine give the same result. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Terrain from a recipe

    Describe a landscape as a stack of steps (shape, noise, erosion that carves real valleys, flattened pads, shorelines) and the engine builds the same terrain every time. Collision comes with it, and navigation can be baked from it. Materials that put rock on cliffs and snow up high arrive in the next release.

    • Shipped in v0.6.0
    • Beta
  • Rivers and lakes that follow the land

    Rivers and lakes form from the terrain's own drainage, and floating objects are carried downstream. Several fresh-water looks are built in. Drawn in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Plants, grass and scattered forests

    Grow trees and shrubs from recipes and scatter them over the terrain. Grass and wildflowers move in the wind.

    • Shipped in v0.6.0
    • Beta

Animation and characters

  • Animation blending and events

    Blend between animations, fire events from points on a clip, and let root motion move the character. Feet are placed on the ground with inverse kinematics.

    • Shipped in v0.6.0
    • Beta

Physics and vehicles

  • Cars, karts and boats that handle

    Suspension wheels with grip that depends on the surface under each tire, ready-made presets including a drifting kart, and roads built from a file. Boats and other floating craft move on the real ocean waves.

    • Shipped in v0.6.0
    • Beta
  • Physics you can replay

    Rigid bodies, joints, triggers and collision layers on a fixed time step. Run a scene with the same inputs on Windows or Linux and you get the same result, checked every night, so replays and automated tests can rely on it.

    • Shipped in v0.6.0
    • Stable

Gameplay and scripting

  • Scripting in TypeScript

    Write gameplay in TypeScript, with type checking and changes picked up while the game runs.

    • Shipped in v0.6.0
    • Stable
  • Record a session, replay it later

    Save a play session's input in a small file and replay it later at any size and from another camera, for reviews and trailers. A profiler capture can replay the same run against your edited project to check a fix.

    • Shipped in v0.6.0
    • Beta

Effects

  • Particle effects

    Emitters with eight ready-made presets such as fire, smoke, sparks and dust. At the Ultra preset, rough seas throw spray, and waterfalls make mist.

    • Shipped in v0.6.0
    • Beta

Audio

  • Mixer, positional sound and generated effects

    Buses with effects, sound that comes from where things are, and engine sounds that follow speed. Simple sound effects (blips, whooshes, engine loops) can be synthesized from presets or a few settings, no recordings needed.

    • Shipped in v0.6.0
    • Stable

UI, 2D and input

  • Game menus you and an AI can both edit

    Build screens in a familiar web-like style with layout, styles, focus and gamepad navigation. Show 3D models inside menus. Games can be played by touch.

    • Shipped in v0.6.0
    • Stable
  • 2D games

    Sprites, sprite sheets and tile maps work with the same physics, menus and tools as 3D. A 2D platformer sample comes with the next release.

    • Shipped in v0.6.0
    • Beta
  • Input for every device

    Keyboard, mouse, gamepad and touch through one set of named actions that players can remap. A control map can turn regions of a touch screen into sticks, look drags, buttons and taps.

    • Shipped in v0.6.0
    • Stable

Editor and workflow

  • Edit while the game runs

    Change a script, a scene or a shader and see the result without restarting the game. Most of the game keeps running; only an edited script is re-initialized, and it keeps its saved state.

    • Shipped in v0.6.0
    • Beta
  • Find out why your game is slow

    A profiler tab shows every frame against your budget; click a spike to see its timeline and flame graph. Your AI assistant can ask for a ranked list of likely causes with estimated savings. Recording is on while you develop and costs a few microseconds a frame, so the slow moment is already captured.

    • Shipped in v0.6.0
    • Beta
  • Play, slow down, step outside the game

    Run the game inside the editor, slow it down or speed it up, and step out into a free camera to inspect or move things while it keeps running. Simulate runs the game with no player input.

    • Shipped in v0.6.0
    • Beta
  • Cinematic cameras without scripting

    Holds, paths, orbits and follow shots with cuts and smooth blends, set up in the scene, no code needed.

    • Shipped in v0.6.0
    • Beta
  • Watch your game being built

    Presentation view turns the editor into a clean show: the scene slowly orbits while a live feed shows what your AI assistant is doing. Made for streams and demos.

    • Shipped in v0.6.0
    • Beta
  • The editor essentials

    Content browser, prefabs, project settings and built-in bug reports. Almost every editor action also has a tool, so an AI assistant can do the same work in its own editor.

    • Shipped in v0.6.0
    • Beta

AI assistants

  • Built for AI assistants

    An AI assistant can create projects, write scenes and scripts, play and capture the game, test it and profile it, and is told why whenever an action is refused. From the next release, the launcher connects a supported assistant to a project in one step.

    • Shipped in v0.6.0
    • Stable
  • Automated playtesting

    A built-in playtester runs your game without a window, drives the player toward the scene's goals and reports dead controls, soft locks, script errors and silent audio. A check before play catches broken references.

    • Shipped in v0.6.0
    • Beta

Platforms and shipping

  • Bring your models

    Import glTF models with their materials. Textures are compressed for each platform when you export.

    • Shipped in v0.6.0
    • Beta
  • Export to Windows, Linux and the web

    Export a single .exe that runs on a Windows 10 or 11 PC (64-bit) with nothing installed, or a Linux build with a tarball or an AppImage. Web export, a static folder for browsers with WebGPU, is in preview.

    • Shipped in v0.6.0
    • Stable
  • Engine versions and projects in one place

    Install, check, update and remove engine versions side by side, start from a sample, and keep every project on the version it was made with. A step-by-step start page that takes you from install to a game you can send someone arrives in the next release.

    • Shipped in v0.6.0
    • Stable

Next release: v0.8.0

Done or being finished for the next release.

Rendering and lighting

  • Sharper terrain and distant forests

    More terrain detail, better distant forests, and the standard and high-definition renderers looking alike.

    • Planned for v0.8.0
  • Local exposure

    Bright skies and dark interiors both readable in the same view.

    • Planned for v0.8.0
  • Volumetric light and better skin

    Light shafts through fog and haze, scenes with many lights, and better translucency and skin.

    • Planned for v0.8.0

World building

  • Terrain from a description

    Generate whole terrains from a few words, starting from real height data.

    • Planned for v0.8.0
  • Generated towns and buildings

    Generate buildings and small settlements from a recipe, ready to walk through.

    • Planned for v0.8.0
  • Huge streaming worlds

    Large maps load in pieces around the player, and pathfinding keeps working across them.

    • Planned for v0.8.0

Effects

  • Squall: a new effects and fluids system

    Squall will add fluid simulation and more ready-made effects, authored as data that you and an AI can both edit.

    • Planned for v0.8.0

UI, 2D and input

  • Better 2D

    2D lighting and a pixel-perfect camera.

    • Planned for v0.8.0

Editor and workflow

  • A faster first hour

    Clearer start-up steps, plain error messages and more samples.

    • Planned for v0.8.0

AI assistants

  • Generate or reuse assets

    Search a shared library first, and generate concept art or 3D models only when nothing fits, with the price shown before every paid step. Each generated model is checked for game-readiness, and where it came from is recorded with it.

    • Planned for v0.8.0
  • Several assistants at once

    More than one AI assistant building your game while you play-test it.

    • Planned for v0.8.0

Multiplayer

  • Couch co-op

    Split-screen play for up to four players with gamepads.

    • Planned for v0.8.0

Platforms and shipping

  • Windows, Linux and web in every release

    Closing the gaps so Windows, Linux and web builds get the same features and tests.

    • Planned for v0.8.0
  • Phones and Mac

    Android and iPhone builds, and Mac.

    • Planned for v0.8.0

Later

On the list with no release yet. Directions, not promises.

Rendering and lighting

  • Hair and fur

    Individual hair strands and fur.

World building

  • More ways to move

    Navigation for swimming, flying and driving.

  • Precision far from the origin

    Positions that stay precise far from the center of the world, for very large maps.

Animation and characters

  • More character tools

    Facial animation and ragdolls.

  • Motion matching

    Natural movement picked from a library of motion.

Physics and vehicles

  • Cloth and soft bodies

    Flags, capes and squishy objects that react to the world.

  • Destruction

    Pre-fractured objects that break on impact, replayable like the rest of the physics.

Gameplay and scripting

  • Thinking characters at crowd scale

    Thousands of non-player characters that see, hear and decide every moment, written as short rule lists in TypeScript, giving the same results for the same inputs whatever the thread count.

  • Dialogue and quests

    Ready-made building blocks for dialogue and quests.

Audio

  • Spatial audio

    Sound blocked by walls and shaped by the room it is in.

  • Adaptive music

    Music that changes with the action, moving between layers and sections as the game state changes.

Editor and workflow

  • Team collaboration

    Version control and merging of scenes from inside the editor.

  • Cinematic timeline

    Cut-scenes on a timeline with cameras, animation and sound in sync.

  • Plugins

    Extend the editor and the engine with your own tools.

  • Community asset library

    Share and find assets made by other developers.

Multiplayer

  • Online multiplayer

    Online multiplayer, built on the engine's fixed-step simulation and replays. The groundwork is in the engine for the next release: our test scenes run to identical results on Intel and AMD processors and on Windows and Linux, the engine can rewind and re-run its last frames, which online play will use to correct for network delay, and a world can be rebuilt exactly from one snapshot, which is how a late joiner will catch up. The networking itself comes next.

  • Dedicated servers

    Dedicated servers for online games.

  • Matchmaking and leaderboards

    Accounts, matchmaking and leaderboards for online games.

  • Voice chat

    Voice chat for online games.

Platforms and shipping

  • Headsets

    From the next release, you can build and test for virtual reality without a headset: a desktop stand-in for the headset with a virtual head and hands, profiles for common headsets, scripts that read them, and UI panels placed in the world. Real headsets come later.

  • A quality level for phones

    Rendering settings tuned for phones and other low-power devices.

  • Cloud builds

    Build and test your game in the cloud on every change.

  • Crash reports

    Crash reports from your players, with the details needed to fix them.

  • Consoles

    Console support is being explored.

  • Modding

    Let players load their own levels, assets and scripts, with the scripts kept in a sandbox.

Accessibility and localization

  • Accessibility

    Color-blind modes, subtitles and screen-reader support in your games.

  • Translation tools

    Tools to manage translated text in the editor.

Plans and their order can change.