Roadmap
Rebuild underway: the desktop editor and its plugins are being built
Where Prometheus stands and what has to happen before launch. Dates are hopes, not promises.
Done: the engine foundations
- A browser editor driving a simulation the server owns, with several tabs editing one scene live
- Frieze, which bakes 3D models into pixel-art sprite sheets that catch the scene's light
- Delve, the first mode for walking around the 2.5D world
- Gameplay groundwork: input, UI, scripting, AI and navigation, physics queries, dialogue
- Device budgets, region streaming and a static export for phones
Now: the rebuild
- Moving the editor into a desktop app built on Electron
- Rebuilding the platform around plugins, which means a full rewrite
- Designing the new editor in Figma before building it: round one approved on October 20, round two (Play mode, 3D dev tools, Frieze as a plugin, first run, phone and Steam previews) on October 21, round three drawn and waiting for review
- Building from the approved designs, started October 21: the desktop app, the plugin host, Jobs as the first plugin, and the first slice of the new shell
- Making the tools work for a team, not just me: sign-in, invites and roles on Forge, and the engine recording who made each edit (in code since October 22, switched on once I finish the setup steps)
- Making scene saves safe before plugins can be turned off: anything the engine can't load is kept, shown read-only in the editor, and saved back untouched (done October 27)
- Licences for DD-ReForged and the editor plugins, with a free version that never locks; the engine will be free once my game is built with it (working end to end since October 29)
- Finishing the tools before any new game content, decided October 31: a git toolkit where every write can be undone (in DD-ReForged since October 31), a hosted Forge, and the first testers
- Thinking through how the rest of the game gets built on the engine, starting with the living world: terrain that only exists once a player or a monster travels into it
Next: the first vertical slice
- Now looking like mid to late 2027 (first hoped for late 2026 or early 2027)
- My teenagers, who are studying engineering, helping to design and build the game world
- Friends writing the music and ambience while they play the slice
Then: launch
- A mobile version for the App Store and Google Play
- A Steam version for PC
- All three released on the same day