Frozen scope inventory: October 27, 2026. Source: ENGINE_PLAN and roadmap 0–18. This replaces the unsupported 98%/85% estimates. The later 80% answer referred to one terrain increment and must never be presented as overall completion.
Feature implementation: 70 of 70 capabilities = 100% FEATURE COMPLETE.
This is a count of named capabilities, not an estimate of remaining engineering
hours. A large capability and a smaller capability each count once. A capability
is implemented when its ordinary runtime/authoring/persistence/shared paths exist
where applicable. Existing bounded profiles count as implementations; optional
extensions beyond the original named capability do not expand this denominator.
The repository handoff includes the terrain brush work. Development continues on
codex/engine-foundations in jasona/awaken-engine.
Testing, test coverage, benchmarks, performance qualification, actual deployment validation, broad platform compatibility and final art polish are separate work. They neither add to nor subtract from this feature-completion percentage. In particular, the owned backend is implemented even though its replacement/performance gates remain open. Docker definitions count as implemented even though actual container/Coolify qualification remains open. No production-readiness claim follows. The current user-approved character is retained.
#Six delivered feature milestones
| Order | ID | Deliverable | Functional finish condition |
|---|---|---|---|
| Delivered | F65 | Automatic body/projectile portal crossing | An authored moving body/projectile crosses a portal plane without an Interact transfer; identity, pose, velocity and ownership move to the destination through ordinary shared/persistent state. |
| Delivered | F66 | Vehicle/passenger transfer across room hosts | A seated driver and passenger cross an authored room doorway with the vehicle; destination owns the assembly and seats, and the source releases it. The current stand-up restriction is removed for this path. |
| Delivered | F53 | General navigation and visual rebake | Authors can bake from supported imported/sloping walkable geometry in the editor, retain the mesh/revision and drive NPC paths from it; door blockers continue to work. |
| Delivered | F13 | Authorable animation trees | Content can define animation states, transition conditions and blend parameters; imported actors use them through the ordinary saved/shared animation binding instead of engine-specific hardcoding. |
| Delivered | F69 | 2D action animation | Authors can bind named actions beyond idle/walk; local and remote travelers display the selected action/facing and retain the relevant state through the normal saved/room lifecycle. |
| Delivered | F70 | General visual behavior graph | Authors can connect event, condition, variable and action nodes, save the graph, compile it to the existing restricted behavior contract and run it in ordinary shared worlds. |
Feature complete: 70/70. All six capabilities are delivered. The next pass covers the separately tracked testing, performance, deployment and art review items. Each delivered capability closed 1/70 of the fixed inventory.
Keep the denominator at 70. New scope requires an explicit user decision. A defect or a missing part of one listed capability belongs to that row, not a new feature or a reset of the entire estimate. Conditional extras such as WebGL2 “if required,” arbitrary portal depth and optional morph-target content are not newly mandatory features. Supported bounded profiles remain explicit.
#Fixed inventory
“Implemented” describes source functionality only. It does not claim exhaustive testing, hardware support, deployment readiness or final visual approval.
| ID | Area | Capability | State | Implementation / concrete missing portion |
|---|---|---|---|---|
| F01 | Core | Entity identity, ECS storage and queries | Implemented | packages/core |
| F02 | Core | Fixed-step scheduling, events and seeded simulation | Implemented | packages/core/scheduler.ts; packages/simulation |
| F03 | Core | Versioned components, serialization and migrations | Implemented | packages/schema/components.ts; packages/core |
| F04 | Core | Semantic input maps: keyboard, mouse, touch and gamepad | Implemented | packages/input; apps/player |
| F05 | Core | Character motor and pinned reference physics adapter | Implemented | packages/physics |
| F06 | Core | Shared browser/Worker and headless simulation runtime | Implemented | packages/simulation; services/sim-host |
| F07 | Graphics | Owned WebGPU renderer and Worker/main placement | Implemented | packages/render-webgpu; apps/player |
| F08 | Graphics | Render graph, resource ownership and device recovery | Implemented | packages/render-webgpu/graph.ts; packages/render |
| F09 | Graphics | PBR materials and bounded directional/point/spot lights | Implemented | packages/render-webgpu; packages/schema/lighting.ts |
| F10 | Graphics | Scene shadows | Implemented | packages/render-webgpu |
| F11 | Graphics | Imported GLB geometry, textures and LOD assets | Implemented | packages/assets; packages/render/model.ts |
| F12 | Graphics | Skeletal/clip animation and runtime clip blending | Implemented | packages/assets/animation.ts; packages/render/model-animation.ts |
| F13 | Graphics | Authorable animation state/blend trees | Implemented | Saved named states, blend parameters/conditions, crossfades, shared/ECS bindings, rendering and editor rehearsal. |
| F14 | Graphics | Animated equipment and renderer attachments | Implemented | packages/render; packages/schema/equipment.ts |
| F15 | Graphics | Postprocessing and adaptive quality presets | Implemented | packages/render-webgpu; docs/ADAPTIVE_QUALITY.md |
| F16 | Graphics | Particles and billboards | Implemented | packages/render/particles.ts; packages/render-webgpu/particles.ts |
| F17 | Graphics | World text and signs | Implemented | packages/render-webgpu/world-text.ts; apps/editor/world-text.ts |
| F18 | Graphics | Bounded recursive visible portal views | Implemented | packages/render/portals.ts; packages/render-webgpu/portal.ts |
| F19 | Graphics | Sky, shared weather and day/night cycles | Implemented | packages/schema/sky.ts; packages/schema/weather.ts; packages/schema/day-cycle.ts |
| F20 | Graphics | Vegetation and water presentation | Implemented | packages/render-webgpu/foliage.ts; packages/render-webgpu/water.ts |
| F21 | Multiplayer | Browser-owned relay rooms | Implemented | services/relay; packages/net |
| F22 | Multiplayer | Trusted authoritative movement and prediction | Implemented | services/sim-host/motion.ts; packages/simulation |
| F23 | Multiplayer | Authenticated room admission and authority profiles | Implemented | services/identity; services/persistent; packages/net |
| F24 | Multiplayer | Baselines, deltas, motion and place-based interest | Implemented | packages/net; services/relay |
| F25 | Multiplayer | Leases, epochs and fenced ownership handoff | Implemented | services/control; services/persistent; services/relay |
| F26 | Multiplayer | Reconnect, catchup and host recovery | Implemented | packages/net; services/relay; services/persistent |
| F27 | Multiplayer | Regional room admission and routing | Implemented | services/routing; services/room-host |
| F28 | Multiplayer | Walking traveler transfer between room hosts | Implemented | services/control/player-transfer.ts; services/room-host |
| F29 | Persistence | Immutable releases and engine pinning | Implemented | services/engine; packages/world |
| F30 | Persistence | Durable world/player journals and checkpoints | Implemented | services/control; services/persistent |
| F31 | Persistence | Exclusive inventory/container and reward transactions | Implemented | services/control/ledger.ts; packages/schema |
| F32 | Persistence | Player accounts and workspace roles | Implemented | services/identity; services/control |
| F33 | Persistence | Backup and restore tools | Implemented | services/backup; tools/cli/backup.ts |
| F34 | Persistence | Content/state upgrades and recovery containers | Implemented | services/control/upgrade-plan.ts; packages/schema |
| F35 | Operations | Health, support diagnostics and graceful drain | Implemented | services/observability; services/persistent/lifecycle.ts |
| F36 | Assets | Canonical world and inherited prefab compiler | Implemented | packages/compiler; packages/world/prefabs.ts |
| F37 | Assets | Bounded model importer and isolated build execution | Implemented | packages/assets; services/build-worker |
| F38 | Assets | Durable prefab/model/texture jobs | Implemented | services/build-worker/durable.ts |
| F39 | Operations | Retained runtime packaging and Docker/Coolify definitions | Implemented | tools/cli/build-engine.mjs; compose.beta.yaml; compose.persistent.yaml |
| F40 | Authoring | Hierarchy, selection, transforms and property inspector | Implemented | apps/editor/main.ts; apps/editor/hierarchy.ts |
| F41 | Authoring | Concurrent edits, conflict handling and durable undo/redo | Implemented | packages/authoring/merge.ts; packages/authoring/undo.ts |
| F42 | Authoring | Prefab, model and material libraries | Implemented | apps/editor/prefabs.ts; apps/editor/models.ts; apps/editor/materials.ts |
| F43 | Authoring | Live revision preparation and shared activation | Implemented | services/content/revisions.ts; services/persistent/revisions.ts |
| F44 | Authoring | Common file/CLI/HTTP observation and mutation API | Implemented | packages/authoring; tools/cli |
| F45 | Authoring | Restricted behavior source/configuration editing | Implemented | apps/editor/behaviors.ts; packages/behavior/script.ts |
| F46 | Authoring | Isolated creator panels and controlled UI bridge | Implemented | apps/editor/panel-frame.ts; apps/editor/panels.ts |
| F47 | Authoring | Playtest publication, release history and restoration | Implemented | apps/editor/releases.ts; services/authoring |
| F48 | Behaviors | Restricted interpreted hooks, budgets and fault parking | Implemented | packages/behavior/restricted.ts; packages/behavior/index.ts |
| F49 | Behaviors | Namespaced plugins, private/public components and async jobs | Implemented | packages/behavior/extensions.ts; services/persistent/program-jobs.ts |
| F50 | Game SDK | Versioned SDK and independent Darkwind/cooperative game packages | Implemented | packages/sdk; games/darkwind; games/cooperative-puzzle |
| F51 | Game SDK | Resources, abilities and authoritative combat primitives | Implemented | packages/schema/gameplay.ts; packages/schema/combat.ts |
| F52 | Game SDK | Dialogue, objectives, inventory and equipment hooks | Implemented | packages/schema; packages/sdk |
| F53 | Game SDK | General navigation meshes and editor rebaking | Implemented | Triangle-based imported/sloping collision bake, full-height paths, door blockers and saved visual editor rebake. |
| F54 | AI tools | Permissioned observations, proposals and durable task journal | Implemented | packages/agent-tools; services/authoring |
| F55 | AI tools | Configurable provider bridge and asset-generation/import jobs | Implemented | services/assistant; packages/agent-tools |
| F56 | AI tools | Scoped one/two-player scripted playtesting through normal input | Implemented | services/assistant/playtest.ts; packages/agent-tools |
| F57 | Terrain | Persistent heightfield sculpt/paint and saved brush operations | Implemented | packages/terrain; packages/authoring/terrain-brush.ts (latest worktree) |
| F58 | Terrain | Independent chunk residency, safe collision replacement and distant LOD | Implemented | packages/terrain/overview.ts; packages/schema/terrain-streaming.ts |
| F59 | Terrain | Persistent voxel density, chunk meshing and Dig/Fill brushes | Implemented | packages/terrain/voxels.ts; packages/terrain/voxel-compiler.ts |
| F60 | Terrain | Versioned landscape, river, grass and woodland recipes | Implemented | packages/terrain/generation.ts; packages/terrain/river.ts; packages/terrain/woodland.ts |
| F61 | Physics | Owned rigid-body backend: contacts, solver, joints, CCD and snapshots | Implemented | packages/physics/owned |
| F62 | Physics | Ground vehicles, seats, passengers and mounted cameras | Implemented | packages/physics; services/sim-host/vehicle-reservations.ts |
| F63 | Physics | Ragdolls, water buoyancy and riders | Implemented | packages/physics; packages/schema/buoyancy.ts |
| F64 | Traversal | Connected cargo/rider transfer between place physics owners | Implemented | services/sim-host/floating-owners.ts; services/control/physics-owners.ts |
| F65 | Traversal | Automatic physical body/projectile portal crossing | Implemented | Opt-in gateway windows, RoomFloating swept island transfer, trusted projectile launch and shared/checkpoint membership. |
| F66 | Traversal | Vehicle/passenger assemblies across room hosts | Implemented | Fleet ownership, dormant source bodies, atomic rider/native-state transfer, routed hosts and passenger follow. |
| F67 | 2D | Layered tilemaps, sprite import, directional idle/walk and editing | Implemented | apps/editor/tilemap.ts; packages/render/traveler-sprites.ts |
| F68 | 2D | Shared dynamic 2D shapes, impulses, hinges/distance links, motors and sensors | Implemented | packages/schema/planar-link.ts; packages/physics/planar-body.ts; apps/editor/joints2d.ts |
| F69 | 2D | Authorable 2D action animation/state continuity | Implemented | Saved named frame ranges, action buttons, trusted/shared inputs, remote facing/phase and player save continuity. |
| F70 | Creation | General visual behavior graph authoring | Implemented | Connected event/condition/variable/action canvas, saved graph packages, restricted compilation and ordinary shared execution. |