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.
Product-facing direction
The roadmap is intentionally broad. Abyssal changes as Morninghollow reveals the next real engine need.
Projects, Content Browser, Base Meshes, OBJ geometry foundation, Wings Assembler, Fragment persistence, Material assets, and ReflectionLit rendering are now part of the current foundation.
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.
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.
Scene persistence, texture assets, expanded material controls, Blender bridge work, additional runtime systems, and stronger packaging workflows are later milestones.
The roadmap may change as Morninghollow production reveals the next real engine need. Abyssal prioritizes coherent, useful systems over fixed release-date promises.