Product-facing direction

Roadmap

The roadmap is intentionally broad. Abyssal changes as Morninghollow reveals the next real engine need.

Current foundation

Editor and asset pipeline

Projects, Content Browser, Base Meshes, OBJ geometry foundation, Wings Assembler, Fragment persistence, Material assets, and ReflectionLit rendering are now part of the current foundation.

Near-term

Use authored content in the world

The next major goal is to make saved FragmentAssets usable beyond the assembler: adding them to the world, connecting them to recipes, and replacing placeholder runtime visuals with authored content.

Near-term

Richer authoring

Component-definition authoring, socket or pivot improvements, material workflows, and the future Wings Eye inspection experience will make the editor more useful for real content creation.

Later

Broader production pipeline

Scene persistence, texture assets, expanded material controls, Blender bridge work, additional runtime systems, and stronger packaging workflows are later milestones.

Near-Term Focus

  • Fragment instantiation in World.
  • Saved Fragments in recipes and base spawning.
  • Component-definition authoring.
  • Wings Eye asset and runtime inspection.
  • Socket or pivot authoring improvements.

Later Direction

  • Scene persistence.
  • Texture assets and texture assignment.
  • Expanded material workflows.
  • Blender bridge strategy.
  • Additional gameplay and runtime systems.

Roadmap Note

The roadmap may change as Morninghollow production reveals the next real engine need. Abyssal prioritizes coherent, useful systems over fixed release-date promises.

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