Roadmap
What we’re building next, in the order we expect to build it. There are no dates here: the order is the commitment, and it moves as the beta tells us what matters. Finished work moves to the blog as it ships.
- Planned
- In progress
- In testing
Short term
Making what’s already in the engine dependable before adding to it: safer editing sessions, reproducible builds, and tests that catch regressions in every package.
Editor
6 planned
- Autosave, and recovery when a session ends uncleanly Planned
- Crash reporting from the editor with a path back to your work Planned
- A recoverable previous-save backup for every document Planned
- Undo history and retention you can see and set Planned
- One writable editor per project, to prevent silent overwrites Planned
- Complete authoring journeys tested from new project to packaged game Planned
Builds and shipping
1 of 6 under way
- Reproducible builds with Linux and Windows continuous integration In progress
- Package resolution and SDK compatibility checks Planned
- Signed package publishing Planned
- Shipping, patching, DLC and deployment pipeline Planned
- Headless project export for build servers Planned
- Cooked shaders and pipeline states, so there are no first-use hitches Planned
Runtime
1 of 5 under way
- Memory, resource lifetime and I/O budgets Planned
- CPU scheduling for larger worlds Planned
- Save games, loading screens and settings Planned
- Input and device experience across keyboard, mouse and controllers Planned
- Scripting and live iteration, with shippable C# targets In progress
Rendering
1 of 4 under way
- Qualified PC and console backend capabilities In progress
- Rendering profiles that follow what the hardware can do Planned
- Graphics captures you can read and compare Planned
- Golden-image tests and GPU baselines in the shipping pipeline Planned
User interface
5 planned
- Popup stacks and modal focus for in-game UI Planned
- One ordered text-editing and IME contract Planned
- Player-aware navigation and key repeat for controllers Planned
- Faster editor property grids and panels that pause when hidden Planned
- Production localization and accessible game flows Planned
Testing
2 of 4 under way
- Regression suites for animation, physics, audio, UI and networking In progress
- Deterministic offline audio tests in CI In progress
- Headless physics regressions and stress gates Planned
- Asset validation and technical-art budgets Planned
Medium term
The production tooling a full game needs: authoring workflows in animation, audio and UI, streaming for large worlds, and rendering that holds up at target resolutions.
Animation
10 planned
- A clip timeline for markers, events, curves and root motion Planned
- Debug live animation graphs in the editor Planned
- Inertial transitions and synchronised clip groups Planned
- Foot IK, foot locking and weighted IK chains Planned
- Ragdoll reactions with a hand-off back to animation Planned
- Retarget presets, previews and reference poses in the skeleton editor Planned
- Reference locomotion with motion warping and full-body authoring Planned
- Animation LOD, compression controls and workload statistics Planned
- Morph targets, facial authoring and performance-capture takes Planned
- Vertex-animation textures Planned
Audio
8 of 8 under way
- Deterministic clip import and platform codec choices In testing
- Bounded streaming and asynchronous bank residency In testing
- Localized clip tables and dialogue switching In testing
- Authored attenuation, volumetric emitters and multi-environment sends In testing
- Interactive music authoring and transitions In testing
- Sidechain mixing, loudness and mix snapshots In testing
- An audio profiler, Live Link and capture replay In testing
- Clip and event waveform editing In testing
Editor
10 planned
- Multi-selection pivots, align, distribute and drop to floor Planned
- Vertex and bounds snapping Planned
- Apply instance overrides back to prefabs Planned
- Reference warnings before you delete, and reference replacement Planned
- Importer path repair after moving source files Planned
- Asset problem filters and batch-result reports Planned
- Shader and pipeline diagnostics shown on graph nodes Planned
- Notifications and background-task progress across the editor Planned
- Selection sets, scene statistics and a measurement gizmo Planned
- Global search from the command palette Planned
Rendering
9 planned
- Temporal upscaling and dynamic resolution Planned
- Budget-aware texture mip streaming Planned
- Paged geometry streaming with coarse fallback Planned
- World HLOD, impostors and virtual texturing Planned
- Larger light grids and GPU light binning Planned
- Vulkan and Linux parity, including readback Planned
- Ray-traced content participation and acceleration-structure memory Planned
- Physically consistent materials and rough specular stability Planned
- Particle temporal quality and artist profiling Planned
World and gameplay
1 of 8 under way
- Streamed, tiled landscapes Planned
- Vegetation, trees and procedural biomes Planned
- Large crowds, with navigation that keeps up as the world streams in and changes Planned
- Game framework and data-driven gameplay Planned
- Cameras and cinematics In progress
- Asset cooking for team iteration Planned
- DCC import fidelity and non-destructive reimport Planned
- Collaboration and source control Planned
User interface
9 planned
- Editor and game UI themes: light, dark, high contrast and custom presets Planned
- Inline rich text and device-aware input glyphs Planned
- Localization beyond string lookup Planned
- Platform safe areas and DPI scaling Planned
- Text shaping, bidirectional text and Unicode line breaking Planned
- Screen-reader narration events and an accessible subtitle element Planned
- UI Document editor: multi-selection, copy and paste, reusable documents, style inheritance and animation curves Planned
- Device-size previews with real safe areas Planned
- Live UI inspection and binding diagnostics Planned
Physics
5 planned
- Rendered poses interpolated between fixed steps Planned
- Character-versus-character collision and rotating platforms Planned
- Advanced controller tuning and per-bone ragdoll properties Planned
- Broadphase and destruction work scheduled around content loads Planned
- Collision dependencies preloaded to avoid spawn stalls Planned
Release quality
3 planned
- Release symbols connected to incidents and field feedback Planned
- Documentation, samples and supportability Planned
- Published component references for every package Planned
Long term
Expanding what the engine can do once the production path is proven. Some of this depends on what the first projects need; multiplayer in particular only ships when a game asks for it.
World
1 of 4 under way
- Large-world coordinate precision In progress
- Water and fluid simulation Planned
- Weather and atmosphere with temporal histories Planned
- Narrative, quests and dialogue Planned
Characters
5 planned
- Grooms and hair, with attachments and LOD Planned
- Pose mirroring, aim offsets, look-at chains and pose libraries Planned
- Hand attachment constraints Planned
- Shared viseme and blink curves for facial shapes Planned
- Motion matching prototype Planned
Rendering
1 of 8 under way
- Motion blur and physical depth of field Planned
- Exposure, bloom and output finishing Planned
- IES profiles, area-light functions and sized soft shadows Planned
- Transparency and coloured shadows Planned
- Lower-cost global illumination tiers Planned
- Larger reflection-probe capacity Planned
- Shader permutation control Planned
- A mobile renderer and platform profiles In progress
Physics
6 planned
- Wheeled, tracked and motorcycle vehicles Planned
- Machinery constraints, drive springs and six-degree-of-freedom motors Planned
- Mesh and skinned cloth, with rope authoring Planned
- Buoyancy on more body types Planned
- General shape and batched queries Planned
- Solver quality settings and determinism scope Planned
Audio
4 planned
- Binaural output and sound propagation Planned
- Listener routing and surround layouts Planned
- An extended DSP effect library Planned
- Convolution reverb with impulse-response clips Planned
Editor and UI
6 planned
- Asset tags, favourites and saved searches Planned
- Import presets and asset-size reports Planned
- Modeling with topology and UV validation Planned
- Colour-vision accessibility rendering Planned
- Pen and touch input Planned
- Render-to-texture UI canvases, clipping masks and UI sound events Planned
Multiplayer, when a project needs it
5 planned
- Replicated identity, spawning and ownership Planned
- Per-client relevancy and bandwidth budgets Planned
- Snapshot deltas and property quantization Planned
- Server-authoritative character prediction and lag compensation Planned
- A dedicated headless server target Planned
Further out
1 of 3 under way
- XR, mobile and simulation features In progress
- Physical hair guide simulation Planned
- Physics state capture and restore Planned