Engineering
roadmap.

Where the stack is heading — framed as what you'll be able to use, run, and contribute to. The phased build plan with the detail lives in the specs roadmap; this is the builder's-eye view of the primitives taking shape.

Self-hostable multiplayer backend

A custom networking protocol plus an Agones-based server fleet and matchmaking — the dedicated-server stack you can run and extend, not a closed service.

WASM mod & plugin API

Write mods against the engine as sandboxed WASM plugins. Data-driven blocks, items, recipes and mobs, with a documented surface for coding agents to target too.

Workstation & block-entity framework

The crafting/smelting/processing system is becoming a data-driven framework — define new crops, recipes and machines as data, not hard-coded match arms.

Tameable-mob framework

The companion system (wolves first) is being extracted into a pluggable, engine-generic framework other games can lift wholesale.

Cross-platform packaging

The cross-platform packaging pipeline has landed — native Windows / macOS / Linux installers built from one source. Next: hardening it into a reusable primitive alongside a native NIP-46 signer, so any engine ships everywhere.

The Forgesworn primitives, opening up

Signet (identity), Stash (save), Beacon (distribution) and the Lightning rails are general-purpose and built to be consumed by other projects — not locked to this one game.

Authorable experiences

The scenario seam that powers Hash Dash and Satori Rush is becoming an authoring surface: define an experience as data, run it on any world, and publish it through Beacon for anyone to play.

Contributing

The source repository is private for now and opening soon. When it does, the public GitHub and a contributor on-ramp switch on here. Until then, the specs are the place to understand how it all fits together.

Specs & ADRs → What's already built →

Curious what all this means for players rather than builders? That story lives over on the product roadmap →