Changelog

What's new

Everything we've shipped, newest first. Got an idea for what comes next? Peek at the roadmap.

  1. Docs & levels

    Docs, level jumps, and blocks everywhere

    • New Docs page (in the top nav) explaining how the engine works — generated from the engine itself, so it stays accurate.
    • Move between levels from Blocks or code: “Go to the next level”, “Go to level N”, “Win the game”, “Game over” (level.next / level.go / level.win / level.lose).
    • Blocks now work on UI elements and collectibles too — not just the player and enemies.
    • The default game ships with its logic as editable Blocks, so you can open any object and see how it works.
  2. Multiplayer

    Press Host, share a link, play together

    • Instant multiplayer: host a room from Studio and send friends a link — no install, no account to play.
    • Lobby with presence, a max-players cap, and optional teams (auto-balanced).
    • Publish your game to a public library page anyone can play and host.
  3. Studio

    A UI layer, variables, and reusable behaviours

    • Build HUDs and menus: text, buttons, bars and panels across Title / Playing / Game-over screens, with live tokens like {score}.
    • Define your own game variables (number, string or bool) and drive them from blocks and scripts.
    • Save reusable behaviours and attach them to many objects at once.
    • Move, resize and rotate objects directly on the canvas; box colliders and physics per object.
  4. Engine

    The engine & Studio

    • Our own 2D engine in TypeScript — Canvas2D renderer, fixed-timestep loop, AABB physics. No black box.
    • Visual Studio editor: drop objects onto a scene, tune them, hit Play.
    • Two ways to program: snap Blocks together, or write code — they’re the same thing under the hood.
    • Top-down and platformer modes, multiple levels, and goals (collect / defeat / survive).