Roadmap
Version Milestones
v0.1 — Foundation (Current)
Status: Complete
The foundational layer: workspace structure, core crates, rendering pipeline, ECS integration, and browser-playable demos.
Delivered:
- 18-crate Rust workspace with clean dependency graph
- wgpu rendering: 2D sprite batching, 3D lit geometry
- bevy_ecs integration for entity/component/system architecture
- 4 browser-playable demos (sprite-lab, topdown-prototype, scene3d, stress-lab)
- Input handling (keyboard, mouse)
- Fixed-timestep game loop
- Game manifest format (sg-game.toml)
- CLI tool (sg) with manifest validation
- Architecture Decision Records
- CI pipeline and deployment infrastructure
- Website and documentation scaffolding
v0.2 — Runtime Polish
Status: Next
Stabilize the runtime, improve browser compatibility, and add audio.
Goals:
- Worker-first execution with OffscreenCanvas (currently main-thread)
- Main-thread fallback for browsers without OffscreenCanvas
- Audio playback via Web Audio API (
sg_audioimplementation) - Touch input support for mobile browsers
- Gamepad input via the Gamepad API
- Canvas resize handling and responsive viewport
- Improved error reporting and recovery
- Performance profiling infrastructure
v0.3 — Asset Pipeline
Status: Planned
Build the asset loading and processing infrastructure.
Goals:
- glTF 2.0 loader in
sg_assets - KTX2/Basis Universal texture loading and transcoding
- Async asset loading with progress reporting
- Texture atlas generation
- Sprite sheet animation support
- Font rendering (SDF or bitmap fonts)
- Asset hot-reloading in development mode
v0.4 — Platform MVP
Status: Planned
Minimal viable game publishing platform.
Goals:
- Gateway HTTP API for game upload and publishing
- SQLite-backed game registry
- S3-compatible artifact storage integration
- Subdomain-based game serving (slug.games.siliconghetto.com)
- Per-game CSP and isolation
- Basic game catalog page
sg publishCLI command- Developer accounts (minimal, likely GitHub OAuth)
v0.5 — Plugin System
Status: Future
WASM Component Model based plugin/mod system.
Goals:
- WIT interface definitions for engine extension points
- Plugin loading and sandboxing
- Custom component and system registration via plugins
- Hot-reloading plugins in development
- Plugin manifest and dependency resolution
- Example plugins demonstrating the system
v0.6 — Platform Features
Status: Future
Expand the platform with community and discovery features.
Goals:
- Game search and filtering
- Tag-based discovery
- Developer profiles
- Play statistics (privacy-respecting)
- Community reporting and moderation tools
- Custom domain support for published games
- Embed codes for external sites
Long-Term Vision
- Multiplayer relay service for real-time games
- Cloud save storage for game state persistence
- Visual scene editor (in-browser)
- AI-assisted game authoring tools
- Mobile-native wrapper (via WRY/Tauri) for app store distribution
- Marketplace for game assets and plugins
Principles
- Ship incrementally: Each milestone delivers usable functionality
- Browser-first always: Every feature must work in the browser
- Cheap to operate: Architecture avoids expensive cloud services
- Open engine, viable platform: Engine stays MIT/Apache-2.0; platform sustains itself