In Development¶
What is being worked on right now, and what is being thought about next.
Read this as intent, not as a promise
Nothing on this page carries a date, and nothing below Now is committed. Priorities move when something turns out to matter more — or when a defect appears and jumps the queue.
Items are listed in descending order of certainty: what is with Unity now, what is being built, what is likely, and what is only being considered. Treat the last section as thinking out loud.
With Unity now¶
1.1.0 — a save coordinator. One save file holding state from every system. Each system already had its own snapshot API and no two shared a shape, so combining them was always the caller's problem; RevSaveCoordinator composes any number of participants into a single versioned payload and routes a saved payload back to them.
Your own game state is not second-class — quest flags, unlocked levels and settings implement the same interface and sit in the same file as the framework's systems.
Now¶
Built and merged, going out in the next patch release.
- A save participant can declare when it must restore. Restoring in the wrong order could silently lose crafted output — Crafting reconciles offline progress while it restores, and Inventory or Currency running afterwards would overwrite what it produced, with nothing reporting a failure. The ordering requirement now lives on the participant that has it rather than in a documentation note.
- Item metadata can no longer be rewritten from outside the container holding it. Handing a stack to a container and editing your copy afterwards used to change the stored item's enchantments or durability, with no change notification raised.
- A currency service disabled and re-enabled stays the registered one. Previously it kept working but stopped being findable, which let a second service run alongside it with a separate wallet store.
Being tested, not yet scheduled.
- A save manager. The coordinator deliberately does no file I/O and has no opinion about slots, autosave, or where a save lives — which means every project currently writes the same wrapper first. This is that wrapper: registration, slots, storage behind a swappable interface, and the carry-over handling that stops a save shrinking when it is loaded on a build missing a system.
Next¶
Likely, in no particular order.
- Loot tables. Drop tables for items and currency, authored as assets rather than written into code. Weighted and independent-chance modes, nested tables, and deterministic seeded rolls so a drop-rate check is reproducible and a bug report can be replayed. Grants through whichever of Inventory, Currency and Pickups a project actually has.
- World-object persistence. Making a collected pickup or an opened container stay collected across a save. This needs pickups to carry a durable identity first, which they do not yet.
Under consideration¶
Thinking out loud. Nothing here is planned, and saying so is the point — if one of these matters to your project, that is worth knowing.
- A stat contract between equipment and health. Equipping an item and having it change your numbers is currently entirely yours to write; there is no seam shaped for it.
- Item durability that something actually drives. The field exists on every stack and nothing in the framework decrements it.
- Odds-level loot modifiers — luck, magic find, difficulty scaling, pity counters. Today a modifier adjusts what was won rather than what could have dropped, which cannot express those.
- An interaction abstraction beyond trigger volumes, for raycast-style "press E to open".
Recently shipped¶
- 1.0.4 — a read-only
TimeModeon the status controller, and a render smoke test covering every teachable panel so a panel cannot silently break. - 1.0.3 — Economy now declares its Currency requirement at the assembly level, so an unsupported combination fails at compile time instead of at runtime.
Full detail for every release is in the changelog.
Want something moved up this page?
Feature requests genuinely do reorder it — the sections above are ordered by confidence, not by how interesting they are to build. Get in touch and say what you are building and what is in your way.