Changelog

Release notes

Every build of Sektor, newest first. New renderer, gameplay, and editor features land almost daily during early access. This is the same feed the in-engine launcher reads.

0.5.0 Jul 13, 2026 Navigation & AI

Weighted terrain and cross-surface links land in navigation

Agents now weight named areas like water and mud, and cross-surface jump, climb and teleport links stitch separate navmeshes into a single route. All deterministic, all replay-safe.

  • Named navigation areas: tag a volume as water, mud or road and the label bakes into the navmesh, with overlaps resolved by priority.
  • Per-agent area costs from 0.01 to 1000, so different agents route differently across the same navmesh with no extra bake.
  • Cross-surface links: linear, jump and teleport connections bridge separate navmesh surfaces, and each agent opts in by link type.
  • Recast navmesh baking runs asynchronously off the main thread; Detour pathfinding returns sampled points, total length and reachability.
  • Wired through the component registry, inspector, control protocol and serialization, so an AI collaborator can author it all.
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0.4.0 Jul 13, 2026 Shipping

Package a project into a standalone build

Build Game exports a project to the SektorPlayer runtime, with no editor and no source checkout required.

  • Build Game assembles a package manifest, gathers scenes, assets, events and settings with their runtime dependencies, and writes a distributable build.
  • Packaged games run on SektorPlayer, the dedicated runtime driving tick, render, input, audio, physics, navigation and UI.
  • The same fixed-timestep, deterministic replay contract as Play mode, so a shipped build behaves exactly like the editor.
  • Packaging is exposed through the control protocol, so an automated pipeline or an AI collaborator can build too.
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0.3.0 Jul 12, 2026 Gameplay

Visual logic, runtime UI, animation and save games

Author game logic with Construct-style event sheets, build in-game interfaces, drive skeletal animation, and persist player progress.

  • Construct-style event sheets: typed variables, functions and a guided expression builder, where conditions pick objects and actions change the world, all deterministic and undoable.
  • Deterministic event scheduling for timed and delayed logic.
  • A full runtime UI authoring workspace: event-bound widgets rendered in-engine with deterministic interaction.
  • Genre-neutral skeletal animation with state machines and cross-fades.
  • Player save games for persistent progress.
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0.2.0 Jul 12, 2026 Simulation

Real physics and a character you can drive

Jolt physics on a fixed tick, a playable character, and a camera that behaves.

  • Jolt Physics runs a fixed-tick, deterministic simulation of rigid bodies, triggers and queries, authored right in the inspector.
  • Playable character input with camera-relative third-person controls.
  • An obstruction-safe gameplay camera that keeps the character in view.
  • Collision event instance picking and genre-neutral runtime pointer policies.
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0.1.0 Jul 12, 2026 Renderer

The foundation: a modern DirectX 12 renderer

A clustered forward renderer with shadows, temporal anti-aliasing and physical camera effects.

  • Clustered forward lighting with local light shadows.
  • Cascaded shadow maps and HDR image-based lighting with baked reflection probes.
  • Motion-compensated temporal anti-aliasing.
  • Physical camera motion blur and depth of field.
  • Atmosphere, area lights and tone mapping.
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