Changelog

This is the day-by-day record of ForgeaX building itself. The engine and platform are written almost entirely by AI in a self-running development loop — and this is its long-term development memory: one page per day of the features it shipped for itself and how it built them.

2026-08-191.2.1
Hellforge 1.2.1: visible cursor and a brighter public demo
2026-08-130.3.27
ForgeaX Studio v0.3.27: smoother setup, richer previews, and independent Game Runtime packages
2026-08-060.3.24
AI-native editor control, video workflows, and a refined Studio workspace
2026-08-010.3.23
Asset Canvas workflow, stronger scene authoring, and desktop stability
2026-07-28
Material Editor, local-space gizmo, multi-select, and Play mode stability
2026-07-240.3.22
v0.3.22 — Play mode & blank screen fixes, editor UX, panel contributions, video assets
2026-07-220.3.21
v0.3.21 — Play mode freeze fix, new game blank screen fix, CLI zod dependency
2026-07-17
Auto AnimationPlayer on skinned models, generative visual priors, and workspace upload
2026-07-16
UE5-style camera fly mode, game action projection, and viewport stability
2026-07-150.3.18
Play input ownership, MeshRenderer materials UI, and Hellforge character select
2026-07-14
Collider debug overlay, safer asset workflows, and AI asset import to game
2026-07-130.3.17
Faster project startup, stronger Play mode, and smoother onboarding
2026-07-120.3.16
Engine Tier 2 runtime + Single-realm editor + Gateway asset/component surface + Asset-resident plugins
2026-07-100.3.15
Tier-2 runtime + editor cleanup + Gateway component APIs + embedded asset plugins
2026-07-090.3.14
Plugin host architecture + Play mode fixes + Keyboard shortcut forwarding + Game-video QTE timeline
2026-07-080.3.13
Viewport Gizmo overhaul + Composer image paste + Agent persona i18n + iOS export
2026-07-070.3.12
Hierarchy multi-select + AI semantic operation layer + editor stability fixes
2026-07-060.3.11
ECS query caching + viewport gizmo GPU-driven + fx-math standalone
2026-07-040.3.10
3D generation fixes + workbench i18n + TUI agent terminal
2026-07-03
Windows Play mode stabilized + LLM debug proxy for developers
2026-07-02
Forge gets long-term memory: the more you talk, the more it knows
2026-07-01
R4 frontend lands + viewport 2×2 redesign
2026-06-30
Architecture unbundled: four frontend modules go standalone + OSS mirror hardened
2026-06-29
Forge learns teamwork: many agents at once
2026-06-28
One command — now on Windows too
2026-06-27
A UE5-grade plan for the content browser & drag-to-scene, plus an editor QA gate
2026-06-26
Full-chain observability: see where it's slow at a glance
2026-06-25v0.2.0
Open a project and it just renders + agents get long-term memory
2026-06-24
A new asset browser + smoother first-run onboarding
2026-06-23
An asset inspector + switch-without-stalling + Windows support
2026-06-22
The project goes open source + the desktop app stops crash-looping
2026-06-21
Generated 3D gets rigged and animated + automated editor QA
2026-06-20
Full bilingual UI + complete devtools panels
2026-06-19
Desktop hardening: games no longer stuck on Loading
2026-06-18
Animated agent avatars + one source of truth for project data
2026-06-17
Slide-along-walls movement + a matured standalone editor
2026-06-16
Characters finally cast shadows + a fully standalone editor
2026-06-15
A dark-fantasy ARPG sample + upload-a-model-and-use-it
2026-06-14
Effects stop washing white + walk-and-jump in imported scenes
2026-06-13
Multiple levels per project + a shadow-system upgrade
2026-06-12
Characters actually animate + a steadier chat
2026-06-11
Text-to-3D lands in your game + agents verify before continuing
2026-06-10
Real sky out of the box + text-to-3D models
2026-06-09
A build-gate so the AI can't fake "done"
2026-06-08
A big editor integration + textured models render live
2026-06-07
The core editor panels arrive + Windows support
2026-06-06
Drag a model in and it becomes a scene
2026-06-05
Editor mode, complete
2026-06-04
The editor mode is actually usable
2026-06-03
An editor mode gets its roadmap + the engine preps for visual editing
2026-06-02
One command to launch the desktop app + a node editor joins
2026-06-01
The desktop app runs end to end + crisp in-world text
2026-05-31
Export a game as a standalone site + skybox and bloom
2026-05-30
A desktop app arrives + a shared game library
2026-05-29
The engine gains physics & picking + a rebuilt UI foundation
2026-05-28
A dedicated animation workbench + live tool streaming
2026-05-27
The engine stands fully on its own + richer materials
2026-05-26
One-tap context compaction + a WebGPU software fallback
2026-05-25
Skeletal animation + scene & observatory workbenches
2026-05-24
The game runtime moves fully to the in-house engine
2026-05-23
Confirm before risky actions + engine ambient light & shadows
2026-05-22
The engine learns shadows + a new narrative workbench
2026-05-21
A refreshed interface + an embeddable workbench
2026-05-20
Chat reconnects to the new backend + manage models & keys in settings
2026-05-19
A crash-recoverable backend + the engine's first real lighting
2026-05-18
Open any folder as a workspace + in-app version & shortcuts
2026-05-17
Inline 3D & image preview + @-mention pills
2026-05-16
The agent bus comes into the UI + dashboard filters
2026-05-15
Chat UI grows up: resizable layout, nested tool calls, sub-agent cards
2026-05-14
Close the browser — agents keep working
2026-05-13
Live hot-reload preview + session replay
2026-05-12
Engine asset system v1 + deep chat polish
2026-05-11
From zero to a chat-made spinning cube
2026-05-10
Build & runtime architecture takes shape
2026-05-09
Project kickoff