U35
Elden Engine Preview: Real Branding Pass + Working Starter Templates Latest
Sep 2026
Feature Fix

A follow-up pass on the Elden Engine preview: cleaned up the last spots where the editor still looked like stock Godot, and made the New Project template gallery actually build something.

  • Removed the last leftover Godot wordmark/mascot branding from the Project Manager and About dialog
  • New Project gallery now scaffolds real starter content for three templates — RPG, Simulator, and Adventure — instead of just a blank project
  • Added a native Toolbox dock next to the AI Chat panel for one-click placement of common building blocks (primitives, camera, light, character bodies, UI controls)
U34
Early Preview: Elden Engine — a Full Native C++ Rewrite on Godot
Sep 2026
Feature Performance

An early, separate preview track: a from-scratch native C++ rewrite of the Studio editor, built as a rebranded fork of Godot Engine — Elden Engine. This is not a replacement for the current app yet, just an early look. The regular Studio download below is unaffected and keeps getting updates on its own track.

  • Full native C++ editor (no Electron, no browser, no web view) forked directly from Godot 4.8, rebranded end-to-end — icon, splash, About dialog, and window chrome all read "Elden Engine" / "Prometheon Studio"
  • New default editor theme matching Studio's dark-glass look with the signature orange accent, replacing Godot's stock color scheme
  • A native AI Chat panel built directly into the editor — real streaming chat completions, tool-calling, and scene-aware context, talking to either the cloud backend or a local OpenAI-compatible server
  • First-run onboarding screen and a New Project template gallery (city, desert, forest, mountains, platformer, shooter, top-down RPG, and more)
  • A working native export pipeline — projects export to a real standalone executable, no bundled browser runtime
  • Very early: scripting is GDScript for now (not the final answer — a custom language or C# is still being decided), and a lot of the original app's feature depth hasn't been ported over yet
U33
WebGPU-Only, a Native Desktop Shell, and the First Native Rendering Engine
Sep 2026
Feature Performance

The engine now runs on WebGPU exclusively — WebGL is fully retired from the 3D pipeline, closing a real gap along the way (a quality preset that was silently rendering solid black). Studio also gained a lighter, more native desktop shell, and — the big one — the first working build of a genuinely native rendering engine written in Rust on top of Vulkan, running independently of the browser entirely.

  • WebGL removed from the 3D viewport; WebGPU is now the only rendering backend, simplifying the post-processing pipeline and closing a color-grading bug where certain quality presets rendered solid black
  • New optional desktop shell built on Tauri — a native Rust app shell using the OS's own system webview instead of bundling Chromium, meaningfully lighter than the Electron build (which remains available for anyone who prefers it)
  • Brand-new native engine core (Rust + wgpu), targeting Vulkan directly: loads a project's scene straight out of Studio's own project files, no export step, and renders it with physically-based shading, cascaded shadow maps, and 4x MSAA
  • The native engine renders through a real forward pipeline — Cook-Torrance PBR shading, 3-cascade shadow maps fitted to the camera each frame, and instanced draw calls, so a scene with dozens of trees, rocks, and ruins costs a handful of draws, not hundreds
  • Headless rendering mode for the native engine (renders to an image file with no window), used internally for automated visual verification of every rendering change going forward
U32
AAA-Grade Rendering: BVH Culling, Auto-LOD, and Cascaded Shadows
Aug 2026
Feature Performance

A full pass on how the engine decides what to draw and how much of it to draw in full detail — the kind of optimization work large game engines invest heavily in, now built into Studio by default.

  • BVH-accelerated frustum and screen-size culling — visibility checks now cost time proportional to what's actually on screen, not to total scene size
  • Automatic draw-call batching for repeated static props, and a resource pool that shares identical geometry/materials instead of duplicating them per object
  • Hierarchical level-of-detail: distant clusters of objects collapse into a single simplified, merged mesh, with a smooth cross-fade transition so the swap never pops
  • Cascaded shadow maps replacing the old single fixed-frustum shadow — near geometry gets sharp detail, far geometry stays covered, instead of one blurry compromise across the whole scene
  • Optional software occlusion culling for dense or interior scenes, and a live profiler panel showing exactly what all of the above is doing every frame
U31
AI Tool-Calling, Bundle Size, and a Round of Editor Bug Fixes
Aug 2026
Feature Bug Fix

The AI copilot now uses real structured tool-calling instead of parsing JSON out of chat text, plus a diff-preview panel and full context transparency for every AI response. Also a big load-time win and several real editor bugs fixed.

  • Structured tool-calling for AI-proposed file changes, with a text-based fallback for backends without tool support
  • Per-file diff preview (Monaco diff editor) before applying any AI-proposed change, plus a "Context used" panel showing exactly what was sent with each request
  • Initial load size cut from 8.2MB to under 500KB by lazy-loading the editor — the launcher, library, and settings screens no longer pay the engine's load cost
  • Fixed the code editor getting stuck at an unusable, invisible size when opening a script file
  • Fixed the Animation Workspace resetting the camera and rebuilding its 3D view on every Play/Pause click and clip switch
  • Added FBX and OBJ model import alongside the existing glTF/GLB support
  • Fixed the long-standing infinite render loop, a broken WebGL export, and Monaco's editor never actually running off the main thread
U30
Elderfall Atmosphere, Terrain & FileExplorer Fixes
Jun 2026
Template Bug Fix

Continued polish pass on the Elderfall Souls-RPG template — atmosphere, terrain detail, and the last round of File Explorer stability fixes.

  • Elderfall atmosphere pass — volumetric fog density, ambient occlusion, color grading tuned for the keep and overworld
  • Terrain detail pass — cliff blending, ground scatter, and texture tiling fixes across the Elderfall map
  • Additional File Explorer crash fixes building on Update 29's portal/transparency work
  • Reopen-after-close state correctly restored for nested folders
U29
FileExplorer Menu Fix — Portal, Transparency & Reopen
Jun 2026
Bug Fix
  • File Explorer context menu now renders through a top-level portal — no longer clipped by parent panel overflow
  • Fixed transparent/see-through menu background on certain GPUs
  • Fixed menu failing to reopen after being closed once in the same session
  • Menu position now reliably tracks the triggering row after scroll
U28
Elderfall World Rebuild + Real Scripts
Jun 2026
Template API

The Elderfall template world was rebuilt from the ground up and wired to real, runnable C# scripts rather than placeholder logic.

  • Elderfall map geometry, lighting, and prop placement rebuilt
  • Player combat, enemy AI, and checkpoint logic implemented with real scripts against the engine API
  • NPC behaviors hooked into the World and Player classes from Update 10's API expansion
  • Template now ships as a fully playable AAA-style vertical slice, not a static scene
U27
Elderfall — AAA Souls-RPG Template
Jun 2026
Template

Introduced Elderfall, a full Souls-style RPG starter template showcasing what Prometheon Studio can produce end-to-end.

  • New first-party template: dark fantasy keep, overworld, and boss arena
  • Demonstrates layered lighting, terrain, NPCs, and combat-ready character rig together
  • Used as the baseline for the rebuild and real-script work in Updates 28–30
U26
Popup/Overlay Fix, Transparent Menus & Saved Window Bounds
Jun 2026
Bug Fix UX
  • Fixed popups and overlays rendering behind, instead of above, the active panel
  • Menus now opt in to a transparent backdrop instead of a solid one, matching the rest of the editor chrome
  • Environment status bar moved behind an opt-in toggle for users who don't want it always visible
  • Editor window bounds are now saved and restored between sessions
U25
Uniform Baseplate, Hidden Sculpt Layer & Clearer Snap Label
Jun 2026
Bug Fix
  • Baseplate material and scale made uniform across new and existing scenes
  • Sculpt layer is now hidden from the Scene Tree by default to reduce clutter
  • Snap-to-grid label rewritten to clearly state the active grid size and units
U24
Inspector Restore, Skinnier Panels & Baseplate Grid Fix
Jun 2026
Bug Fix UI
  • Restored the full Inspector panel after the Update 22–23 viewport overhaul trimmed too much
  • Side panels narrowed for more usable viewport space on smaller displays
  • Fixed baseplate grid overlay misaligning with the actual collider bounds
U23
Clean Viewport, Menu Controls & Ultra-Compact Toolbar
Jun 2026
UI
  • Further decluttered the viewport, moving secondary controls into menus
  • Toolbar icons consolidated into grouped dropdown menus
  • Toolbar height reduced again for an ultra-compact footprint
U22
Viewport Overhaul, Compact Toolbar & Floating Controls
Jun 2026
UI

First pass of a major editor chrome redesign focused on giving the 3D viewport more breathing room.

  • Viewport layout reworked — panels collapse to maximize the 3D view by default
  • Main toolbar redesigned into a compact, icon-first layout
  • Frequently used tools surfaced as floating controls over the viewport itself
U21
Game Wizard, World Templates & Quality Tiers
Jun 2026
New Features

New-project flow overhauled to get users into a working scene faster.

  • New Game Wizard walks through project setup with guided steps
  • Starter world templates added, selectable directly from the wizard
  • Quality tier presets (Performance / Balanced / Quality) set rendering defaults per-project
U20
Audio Inspector, Hot Reload & Stats HUD
Jun 2026
New Features Performance
  • Audio inspector panel — preview, volume, and bus assignment per sound asset
  • Script hot reload — C# changes apply without a full play-mode restart
  • Always-on stats HUD option showing FPS, draw calls, and physics step time during play
U19
Prefab Library, LOD Inspector, Tag Filter & Scene Search
Jun 2026
New Features
  • Prefab library panel for browsing and dragging reusable prefabs into the scene
  • LOD inspector — view and edit level-of-detail distance thresholds per object
  • Scene Tree can now be filtered by object tag
  • Scene-wide search added on top of the Update 11 file search
U18
Keyframe Animation, Object Tags & Timeline Enhancements
Jun 2026
Animation
  • Direct keyframe animation editing on any object property, not just rigged characters
  • Object tagging system added for organization and scripting lookups
  • Timeline editor gained snapping, multi-track selection, and curve handles
U17
Material Presets, Align & Distribute, Particle Emitters & Color Grading
Jun 2026
Rendering
  • One-click material presets (metal, wood, stone, fabric, glass, and more)
  • Align and distribute tools for multi-object selections, matching standard 3D editor conventions
  • Standalone particle emitter objects, independent of the Update 16 weather system
  • Post-process color grading controls — contrast, saturation, tint curves
U16
Weather Particles, Play Fade-In, Particle Inspector & Env Status Bar
Jun 2026
New Features
  • Weather particle presets — rain, snow, fog drift tied to the Environment system
  • Smooth fade-in transition when entering play mode
  • Particle inspector panel for live-tuning emitter properties
  • Environment status bar showing time of day and active weather at a glance
U15
Minimap, Script Templates, Group Objects & NPC Inspector
Jun 2026
New Features
  • In-editor and in-play minimap with object markers
  • Script templates for common patterns (movement, pickup, trigger volume)
  • Multi-select objects can now be grouped into a single transformable node
  • NPC inspector panel exposing behavior parameters introduced in Update 14
  • Group/ungroup added to the new Update 14 undo stack
U14
Undo/Redo, Idle Animations, Vignette & NPC Behaviors
Jun 2026
New Features Bug Fix

First full undo/redo stack shipped across the editor, alongside early NPC tooling.

  • Editor-wide undo/redo with a visible history stack
  • Idle animation states added to the humanoid character system
  • Vignette post-process effect added to the rendering pipeline
  • First NPC behavior scripting (patrol, idle, react-to-player) introduced
  • New chat tab in the AI panel for keeping separate conversation threads
  • Objects now snap to ground on placement instead of floating
U13
Better Sky, Hair Styles, Accessories & Chat System
Jun 2026
Rendering Character
  • Rebuilt sky shader with better horizon blending and sun positioning
  • Hair style options added to the humanoid character customization set
  • Accessory slots (hats, glasses, backpacks) added to characters
  • In-game chat system foundation laid, expanded in Update 14's chat tab
U12
Compass, REPL, Copy/Paste, Selection HUD & Auto-Save
Jun 2026
New Features API

A dense quality-of-life update covering navigation, scripting, and project safety.

  • Viewport compass for orientation while navigating large scenes
  • In-editor REPL for running script snippets against the live scene
  • Copy/paste support for objects, including nested hierarchies
  • Selection HUD showing transform and bounds of the active selection
  • Grid toggle, snap panel, and right-click context menu added to the viewport
  • Auto-save runs on an interval, with a manual screenshot tool for sharing progress
U11
Inspector Search, Find in Files, Ortho Views & Object Lock
Jun 2026
New Features

First update built directly on top of Update 10's expanded scripting API and documentation site.

  • Search box added to the Inspector panel for quickly finding properties
  • Find-in-files search across all project scripts
  • Orthographic top/front/side view shortcuts added alongside the default perspective camera
  • Object lock — pin objects to prevent accidental selection or movement
  • Scene validation pass flags missing materials, orphaned references, and broken prefab links
U10
Scripting API Expansion & Documentation Website
Jun 2026
API New Features

Major expansion of the C# scripting API from 6 service classes to 11. Every engine system now has a dedicated, documented class. Official documentation website launched at prometheonstudio.com.

  • Added Environment class — time of day, weather, fog, wind, sky color
  • Added Lighting class — ambient, sun, bloom, point lights, shadows
  • Added Physics class — gravity, forces, impulses, material properties
  • Added World class — create, move, rotate, scale, color, clone objects
  • Added Camera class — FOV, shake, view mode, distance, look target
  • Added Player class — teleport, skin colors, speed, jump power
  • Expanded Audio and Particles classes with new methods
  • Added Debug.Assert for runtime assertions
  • All commands route through updated runtimeEngine.js dispatch layer
  • Full API reference website shipped (prometheon-script-api.html)
U9
Walk Animation, Camera Orbit & Context Menu Fix
Jun 2026
Bug Fix Animation
  • Fixed walk animation — setHumanoidMotion now called every frame from loop()
  • Rebuilt Ctrl+drag free-look camera for Mac trackpad (no prior click required)
  • Fixed permanently latching _freeLookActive flag that locked camera orientation
  • Third-person chase camera now trails behind player with exponential lerp smoothing
  • Context menu clamped to viewport — no longer clips off-screen
  • Fixed player context menu showing no actions (id suffix check was too broad)
  • Sprint FOV boost, bob, and shoulder micro-sway added to animation system
U8
Character Redesign, ServerStorage & Trackpad Menus
Jun 2026
Character UX
  • Complete humanoid character rebuild — ears, belt strip, ankle cuffs, natural arm angle
  • Shared per-type materials on group.userData.materials for runtime recoloring
  • ServerStorage system — hide objects from scene without removing from tree
  • moveToStorage, moveToWorkspace, cloneFromStorage APIs added
  • Default editable "Character" template created in storage at engine init
  • Trackpad two-finger tap context menus added to File Explorer and Scene Tree
  • Play-mode camera improved with Ctrl+drag freelook support
U7
FileExplorer, HUD, Character & Baseplate
May 2026
UI Physics
  • File Explorer rebuilt with drag-and-drop, context menus, and live preview
  • HUD system added — runtime UI overlay layer
  • Initial humanoid character system introduced
  • Baseplate physics — special case cuboid(200,0.05,200) floor collider for Rapier
  • Scene tree actions wired: FileExplorer → PanelHost → EditorShell → engine
U6
SceneTree, Engine API & Texture Maps
May 2026
API Rendering
  • Full Scene Tree panel with live sync to Three.js scene graph
  • Engine API surface expanded — getNodeById, objectMap, emitSceneUpdate
  • Texture map support: albedo, normal, roughness, metalness, emissive
  • PBR material system wired to Scene Tree inspector
U5
Animation Editor Upgrade
May 2026
Animation
  • Animation editor rebuilt with keyframe timeline and curve editor
  • Blend tree support for multi-state animation mixing
  • Per-bone override channels added
  • Animation preview in viewport while editing
U4
Timeline, Terrain Shader, Physics Inspector & Prefab Variants
Apr 2026
New Features Performance
  • Sequence timeline editor for scripted events and cutscenes
  • Custom terrain shader with multi-layer blending
  • Physics inspector panel — live collider visualization and property editing
  • Prefab variant system — override individual properties without breaking inheritance
U3
PBR Material Editor, Profiler, Bloom & Environment Inspector
Apr 2026
Rendering Profiler
  • PBR material editor — roughness, metalness, emissive, normal map channels
  • Runtime profiler — draw calls, triangle count, physics step time, frame budget
  • Post-processing stack: bloom, tone mapping, vignette
  • Environment inspector — ambient, fog, sky, and HDR environment map controls
U2
NavMesh, Audio Buses, Curve Particles & WebGL Export
Mar 2026
Navigation Audio Export
  • Navigation mesh baking — bakeNavMesh, findPath, addNavAgent APIs
  • Audio bus system — master, music, and SFX channels with independent volume
  • Curve-based particle emission — emission rate and size driven by animation curves
  • WebGL export target added to the build pipeline
U1
Audio, Particles, Environment & Bug Fixes
Mar 2026
Foundation Bug Fix

First public update. Foundational engine systems established on top of the initial Elden Engine 3D core.

  • Audio system — Web Audio API integration, sound effects and music streaming
  • Particle system — explosion, fire, smoke, and magic presets
  • Environment system — daylight cycle, weather presets, fog control
  • Core bug fixes across physics, scene graph, and ECS initialization
  • C# runtime host established — dotnet 8 script compilation pipeline