Roadmap
Phases 1–5 are the showcase roadmap and map one-to-one onto the GitHub milestones. Phases 6–9 come from the sequencing section of the architecture plan, on a horizon of roughly a decade.
Issue state snapshotted 5 August 2026 · live milestones
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Phase 1 complete
Scripting foundation
8 of 8 issues closed
The C# side of the engine: lifecycle, math, time, queries, and the error isolation that keeps a bad script from taking the editor down.
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Phase 2 in progress
External projects and hot reload
4 of 8 issues closed
Turning the engine into something you can point at your own project: external game assemblies, hot reload, project structure and CLI tooling.
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Phase 3 open
Editor usability and asset pipeline
0 of 5 issues closed
The editor becomes the primary authoring tool: script attachment, play/stop mode, scene persistence, and a proper UUID-based asset pipeline.
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Phase 4 in progress
Visual and gameplay foundations
2 of 7 issues closed
Shadows, parent/child hierarchy, multiple lights, in-game UI and audio — everything a real game scene needs.
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Phase 5 in progress
Shippability
1 of 8 issues closed
Closing the gap between tech demo and shippable product: materials, multi-scene, export packaging, a demo game and documentation. Contributions open after this phase.
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Phase 6 planned
A lot more engine features.
First half of 2027
Orrin at this stage is missing a lot of features that are required for games to be made. This phase is trying to tackle this.
- — Render graph inspector and one-file frame capture
- — Shader graph and scripting editing.
- — MCP tooling.
- — Asset hot reloading.
- — Skeletal animation, designed into the ECS before more systems assume static meshes
- — A physics decision, realistically integrating Rapier rather than growing the Phase 1 collision system
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Phase 7 planned
Packages, plugins and assets
Through 2027
Cargo's model applied to game content: a package manager over content-addressed assets, self-hostable registries, and a shared import cache. Scheduled before collaboration because it exercises the same server infrastructure at lower protocol risk.
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Phase 8 planned
Real-time collaboration
2027 into 2028
The CRDT scene document behind the existing mutation pipeline, the self-hosted server, presence and asset locks — then hosted convenience once self-hosting is stable.
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Phase 9 planned
Real-time path tracing
Onward
An alternative render graph over the same scene and materials, benchmarked against the reference tracer that will have been validating the renderer for two years by then.
Contributions open after Phase 5
The project is deliberately closed to contributions until then — the stated reason is that it's early enough that the direction could get misread. Until it opens, discussion happens on Discord.
Join the Discord