Roadmap

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

Shipped

Released, or coming in the next release.

Rendering and lighting

  • 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 editor says why. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • First version
  • A row of eight spheres: glossy red paint, chrome, gold, teal, dark brown, blue, tan and one glowing white

    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
    • First version
  • 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
    • First version
  • Far-away worlds that stay cheap

    Distant objects turn into baked billboards and merged stand-ins automatically, so long view distances stay affordable. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • First version
  • Sharp, stable shadows at any distance

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

    • Shipped in v0.6.0
    • First version
  • 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
    • First version
  • 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. From the next release, desktop exports prepare every shader while loading, so play does not stutter the first time an effect appears.

    • Shipped in v0.6.0
    • First version
  • A good look by default

    A scene that sets no exposure or grade gets automatic exposure and a light grade, and both renderers share the same tone curve, so a first scene looks right in either.

    • Coming in next release
    • First version

World building

  • 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 and navigation come with it. Materials that put rock on cliffs and snow up high arrive in the next release.

    • Shipped in v0.6.0
    • First version
  • Oceans with weather

    A sea that goes from calm swell to a gale, with foam, spray off breaking crests, sheltered harbors and waves running up the shore. Floating objects ride the real waves, and replays give the same result. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • First version
  • 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
    • First version
  • 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
    • First version
  • 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 with a million instances.

    • Coming in next release
    • First version

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
    • First version
  • 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.

    • Coming in next release
    • First version
  • 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.

    • Coming in next release
    • First version
  • 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.

    • Coming in next release
    • First version

Physics and vehicles

  • Physics you can replay

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

    • Shipped in v0.6.0
    • Stable
  • 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
    • First version

Gameplay and scripting

  • Scripting in TypeScript

    Write gameplay in TypeScript, with type checking and changes picked up while the game runs. It is a language AI assistants already write well.

    • 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
    • First version

Effects

  • Particle effects

    Emitters with eight ready-made presets such as fire, smoke, sparks and dust. Spray and mist come from the water systems automatically.

    • Shipped in v0.6.0
    • First version

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
  • 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.

    • Coming in next release
    • First version

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 and add touch controls for phones.

    • 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
    • First version
  • Input for every device

    Keyboard, mouse, gamepad and touch through one set of named actions that players can remap. On-screen sticks appear on touch devices.

    • Shipped in v0.6.0
    • Stable

Editor and workflow

  • 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
    • First version
  • 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
    • Stable
  • 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 its state; only the edited script starts over.

    • Shipped in v0.6.0
    • First version
  • 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
    • First version
  • 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
    • First version
  • 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
    • First version
  • 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.

    • Coming in next release
    • First version

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
    • First version

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
    • First version
  • Export a game for Windows

    Export a single .exe that runs on a Windows 10 or 11 PC (64-bit) with nothing installed. Linux builds are in testing.

    • Shipped in v0.6.0
    • First version
  • 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

Now

Being built now.

Rendering and lighting

  • Sharper terrain and distant forests

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

World building

  • Terrain from a description

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

  • Generated towns and buildings

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

Editor and workflow

  • A faster first hour

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

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.

Multiplayer

  • Couch co-op

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

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.

Next

Planned to follow.

Rendering and lighting

  • Local exposure

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

  • Volumetric light and better skin

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

World building

  • Huge streaming worlds

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

Effects

  • Squall: a new effects and fluids system

    Squall will bring ribbons, smoke and fluid simulation, authored as data that you and an AI can both edit.

UI, 2D and input

  • Better 2D

    A tile map editor, sprite animation, 2D lighting and a pixel-perfect camera.

AI assistants

  • Several assistants at once

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

Platforms and shipping

  • Phones and Mac

    Android and iPhone builds, and Mac.

Later

On the list, further out.

Rendering and lighting

  • Hair and fur

    Hair cards first, then individual strands.

World building

  • Crowds and more ways to move

    Crowds, and 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

  • Game AI for characters

    Behavior trees, perception and other building blocks for non-player characters.

  • Saves, dialogue and quests

    Ready-made building blocks for saving games, 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.

  • 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

    Virtual reality is experimental today; full headset support 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

    Manage translated text in the editor, including right-to-left languages.

Plans and their order can change.