30 updates and counting — from first release to the Elderfall Souls-RPG template build. Newest at the top.
Continued polish pass on the Elderfall Souls-RPG template — atmosphere, terrain detail, and the last round of File Explorer stability fixes.
The Elderfall template world was rebuilt from the ground up and wired to real, runnable C# scripts rather than placeholder logic.
World and Player classes from Update 10's API expansionIntroduced Elderfall, a full Souls-style RPG starter template showcasing what Prometheon Studio can produce end-to-end.
First pass of a major editor chrome redesign focused on giving the 3D viewport more breathing room.
New-project flow overhauled to get users into a working scene faster.
First full undo/redo stack shipped across the editor, alongside early NPC tooling.
A dense quality-of-life update covering navigation, scripting, and project safety.
First update built directly on top of Update 10's expanded scripting API and documentation site.
Major expansion of the C# scripting API from 6 service classes to 11. Every engine system now has a dedicated, documented class. Official documentation website launched at prometheonstudio.com.
Environment class — time of day, weather, fog, wind, sky colorLighting class — ambient, sun, bloom, point lights, shadowsPhysics class — gravity, forces, impulses, material propertiesWorld class — create, move, rotate, scale, color, clone objectsCamera class — FOV, shake, view mode, distance, look targetPlayer class — teleport, skin colors, speed, jump powerAudio and Particles classes with new methodsDebug.Assert for runtime assertionsruntimeEngine.js dispatch layerprometheon-script-api.html)setHumanoidMotion now called every frame from loop()_freeLookActive flag that locked camera orientationgroup.userData.materials for runtime recoloringmoveToStorage, moveToWorkspace, cloneFromStorage APIs addedcuboid(200,0.05,200) floor collider for RapiergetNodeById, objectMap, emitSceneUpdatebakeNavMesh, findPath, addNavAgent APIsFirst public update. Foundational engine systems established on top of the initial Elden Engine 3D core.