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Status and roadmap

Current version: 1.0.0-a4 (2026-09-28). Alpha: the API is not yet promised.

Refactor phases

The architecture refactor (studied from Source 2; see Phase 0 audit) ran in phases.

PhaseWorkState
0Audit against the checklistDone
1Layer the dependency graph; add cargo xtask layers; remove unused edgesDone
2Compiled resource container and Resource<T> handlesDone
3Reflection (kerosene-reflect)Done
4ECS (bevy_ecs behind kerosene-ecs); stock classes portedDone
5Split render and physics (rhi, material, scene, PhysicsWorld; engine/host split)Done, with leftovers

Leftovers

  • PhysicsProps still lives in the engine and owns the entity-to-body mapping.
  • Render texture and model loading do not yet go through Resources.
  • .kmat runtime fallback is incomplete.
  • kiln --force does not reach the texture pass.

Feature status

AreaState
Fixed tick, interpolationDone
BSP, PVS, baked lighting and acoustics, streamingDone
Entity I/O, Rhai scriptingDone
Game UI (.kui/.kcss/.kscr)Done
Saves and level changesDone
Steam (achievements, stats, cloud, Workshop)Done, optional feature
Unified tools app, Chisel on GPUDone
MSAA, CIDone
Demo record and playbackNot started
Chisel instancesNot started
Weapons and damage (hitscan, ammo, decals)Not started
Impact soundsNot started
Animation-driven NPCsNot started
Networking (protocol, replication, prediction)Not started

The authoritative gap list and its suggested order are in Missing features; this table is a summary and may lag it.

Path to 1.0

  • Close the phase 5 leftovers.
  • Decide the stable API surface (the internals boundary) with at least one real game depending on it.
  • Pick the next feature work from Missing features.
  • Bring the demo game up to date with the current formats.
  • Resolve open issues.

Networking is the largest unbuilt piece. The design groundwork is the headless Engine and the Networked field attribute; Steam Datagram Relay is the suggested transport.

See also