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