Twelve phases, each with a proof
The engine is built phase by phase, hour by hour. A phase isn't done until its proof runs: a window opening, a level loading with its sources deleted, a game installing on a clean machine.
- P1
Foundations
A window, input, a fixed-step game loop, a virtual file system, diagnostics and profiling. Every later file read goes through this.ProofThe window opens, input is logged, the simulation ticks at a steady 60 Hz, and the profiler shows frame zones.
Complete · 76 h - P2
Vulkan renderer
A correct, validation-clean frame before any architecture. Vulkan is the only backend, wrapped for convenience rather than portability.ProofFly through a lit, shadowed test scene with zero validation errors and the frame inspectable in RenderDoc.
Complete · 173 h - P3
Core architecture
C++26 reflection replaces the reflection system most engines write by hand. Serialization, the inspector, replication, script bindings and undo all build on it.ProofAdd a field to a component and it saves and loads with zero boilerplate. Edit a shader and the running game updates.
Complete · 125 h - P4
Asset pipeline
Cook assets early so the game never learns to read source files, and packaging stays a backend swap instead of a rewrite.ProofDelete the source asset folder and the game still runs.
Complete · 104 h - P5
Gameplay slice
The first time the engine is a game: physics, audio, animation and the game framework, with Jolt and miniaudio used as they are.ProofWalk the hub as a third-person character with footsteps driven by animation events, and talk to the NPC.
Complete · 141 h - P5.5
UI framework
A UI framework of its own, built before shipping: the shipped game's menus run on it, and the editor will too. It is also the engine's first debug UI.ProofThe main menu, the NPC dialogue and a debug stats panel run on the framework.
Complete · 143 h - P5.75
Code review
An independent read of the engine's architecture before shipping. Paused after its first hours so development could continue; it resumes as Phase 12.ProofThe review method and baseline written, the architecture read, every finding verified, and the critical one fixed with a test.
Paused · resumes as P12 - P6
Ship it, v1
Ship before the editor exists, which forces the runtime and editor apart early. Encrypted paks, signed installers, crash reporting.ProofInstall on a clean PC — on Windows from a signed installer, on Linux from its package — and the game runs with no loose assets in the install folder.
In progress · 53 of 80 h - P7
Networking spike
Not the MMO yet: a spike to prove the entity and serialization design replicates before tools are built on it.ProofTwo clients see each other move, and a duel resolves on the server with the result stored.
Planned - P8
Editor core
Nearly everything generated from reflection and driven by undoable commands, with panels and plugins instead of separate apps.ProofRebuild the hub entirely in the editor.
Planned - P9
Content editors
A node graph and a timeline built once, reused by four editors. The longest phase, mixed with real content work.ProofThe duel intro cutscene, spell effects and materials are all made in the engine's own tools.
Planned - P10
Publishing & DRM
Entitlements checked on launch; for online play, the server is the real enforcement.ProofAn account without the entitlement can install but not launch. Granting it unlocks the game and its DLC.
Planned - P11
Scale-up
Ongoing. Brought in when a real zone needs it, not before.ProofA full zone runs at 60 fps on the minimum-spec machine.
Planned - P12
Code review
Phase 5.75's review, resumed last: every module read cold, every finding verified and either fixed with a test or recorded with the reason it stands.ProofA second pass over the fixes finds nothing new of high severity, and every build mode, the Linux build and CI pass.
Planned · 119 h
Hours are logged as the work happens. Progress as of November 3, 2026.