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.

Related Reading