Current build status
Features
Abyssal is growing as an editor and runtime foundation. The labels below distinguish normal available features from experimental or planned work.
Available
Editor
- Hierarchy and Details panels.
- Viewport selection and transform gizmos.
- World, Wings Assembler, and Material Editor modes.
- Content Browser with virtual folder tree.
- Resizable Content Browser and editor panels.
- Text-input focus guard for editor hotkeys.
Available
Projects and Assets
- Project folder creation and manifest saving.
- Project open, save, save all, close, and switch confirmation.
- MeshAsset registry and built-in Base Mesh library.
- OBJ geometry import foundation.
- Fragment JSON persistence.
- Material JSON persistence.
Available
Wings Assembler
- Empty Fragment assemblies.
- Mesh-part hierarchy with Root, Empty Pivot, and Mesh nodes.
- Parenting, reparenting, renaming, and local transforms.
- Material assignment by saved MaterialAsset reference.
- Fragment saving into the active project.
Available
Rendering
- WebGPU-first rendering path.
- ReflectionLit mesh rendering.
- Base color, metallic, roughness, emissive, and opacity values.
- Global environment reflection.
- Specialized grid, gizmo, and picking paths for editor interaction.
Experimental / diagnostic
Gameplay Systems
- Actor and Component model.
- Construct and Fragment gameplay pipeline.
- Lane combat and unit deployment.
- AI purchasing and economy loop.
- Projectile travel, impact, and damage timing.
- Events, timers, possession, and match coordination.
Planned
Deferred Systems
- Complete scene persistence.
- Texture asset workflow and texture assignment UI.
- Fragment-to-world placement for saved FragmentAssets.
- Component-definition authoring in Wings Assembler.
- Socket and nested Fragment composition tools.
- Production export pipeline.
Known Limitations
- A desktop Chromium browser with WebGPU is the primary target.
- Project-folder workflows require File System Access permission.
- Scene saving and authored world restoration are not complete yet.
- Texture assets and material texture slots are not user-facing yet.
- Mesh import/export UI is deferred.
- No production-ready build packaging or console workflow.
- Some gameplay systems are included for validation and may change.
- Roadmap priority follows Morninghollow production needs.