Published notes tell you what’s in the download. The development journal below follows work that may still be in progress.
In the download
Published release notes.
Only the latest release is offered for download. Older installed versions update automatically online. If an installer is replaced at the same version, download and run it manually.
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Development journal
What we’ve been working on.
These are development checkpoints, not promises that every change is in your installer. Open an entry for the details and current limitations.
Development notes
Keep the model you selected.
Development builds preserve your exact Smelty model preference when that model is unavailable.
Changes and current limitations
An unavailable saved model leaves the selection empty and asks you to choose explicitly. It no longer substitutes another model.
Your exact saved choice is restored when it becomes available again.
Focused selection checks and native builds passed.
Validated in the local development build. This change is not announced as part of the current 0.1.9-alpha installer.
Development notes
A clearer code editor and reviewable Smelty suggestions.
Development builds add a responsive code workbench, clearer diagnostics, and Smelty help for selected code.
Changes and current limitations
The workbench provides compact and expanded layouts, searchable Problems, and theme-readable tabs.
Inline suggestions and Explain, Rewrite, and Fix actions preview code before you accept it. Accepted changes use normal Undo.
Suggestions are checked against the current project, source buffer, and selected range before applying. Editor, Roslyn, live request, and Undo checks passed.
Validated in the local development build; no new installer was published for this checkpoint. Connected assistance uses Smelty usage.
Development notes
Clearer Windows distribution and signing checks.
Development builds warn that unsigned game exports can be blocked by Windows and make distribution signing an explicit choice.
Changes and current limitations
Export settings and reports show the unsigned-build warning. Choosing Release or Shipping alone does not request signing.
Sign for distribution uses the game developer's own configured publisher identity. The editor's signature does not sign exported games.
The signing workflow checks the game, installer, uninstaller, dependencies, and final package receipts. It rejects failed signing instead of quietly publishing an unsigned result.
Local development checkpoint, not a new published installer. Signed end-to-end acceptance still requires an explicitly authorized developer identity and qualification of unsigned dependencies. Windows controls whether a recipient gets a warning or a block.
Development notes
More consistent built-in material output.
Development work aligns color conversion and exposure in the DirectX and OpenGL built-in lit materials with Vulkan.
Changes and current limitations
DirectX 11, DirectX 12, and OpenGL now use the same authored-color, linear-light, exposure, and display conversion contract in the checked built-in lit path.
Real GPU reference cases and packaged-player checks passed on all four forced rendering backends.
An OpenGL depth-clear issue was also corrected.
Validated development checkpoint; no new installer published. This does not establish full lighting, shadow, terrain, or representative-scene parity across backends, and startup performance remains under review.
Development notes
0.1.9: Smelty fixes, imported characters, and game exports.
Smelty keeps more of your progress when a task needs correcting. Imported characters retain their animation data, and exported games get fixes for materials, controls, and UI.
Changes and current limitations
Smelty retains the original request, saved progress, and later instructions during corrections or account renewal. Built-in character-controller playtests no longer require an unrelated script change.
Free-account tasks use included usage and additional Smelty Tokens without the old task-count limits. Stopping a task retains saved work and records usage already incurred.
Rig Studio conversion preserves supported imported skinning, joints, UVs, and embedded animation clips. Model previews and material changes keep the data needed to render the character.
Exported games get fixes for standard materials, health and UI values, Shift/Control/Alt input, and checks that animated vertices actually move.
The replacement installer is still 0.1.9-alpha. If you already have that version, download and run the replacement manually. Focused Smelty, editor, and exported-game checks passed; broader scene and hardware testing is ongoing.
Development notes
0.1.8: Build and export from the installed editor.
The installed engine includes its C# build and export tools. Smelty conversations are easier to read, and exported games get stronger checks.
Changes and current limitations
C# and visual-script builds use the compiler and .NET runtimes bundled with the editor. Release and Shipping exports no longer need a developer checkout or a machine-wide .NET SDK.
Exports check the actual game executable and bundled tools. If publishing an export fails, the previously delivered game is preserved.
Hosted Smelty tasks use included usage and additional Smelty Tokens, without the former monthly task/edit counts or separate per-task spending caps. Usage accounting and service spending limits still apply.
Smelty supports selecting text across messages and activity results, with clearer work summaries and fixes for rig attachments.
The launcher has refreshed artwork. A new editor profile follows Windows light or dark appearance; saved preferences take priority.
Downloads validate release details, feedback has size and account limits, and website dependencies include security updates.
This is an alpha testing release. Hardware and content coverage vary, and large world-building scenarios still need performance work. Paid Smelty upgrades and asset generation are not open for purchase.
Development notes
Scene loading and better performance measurements.
The scene-file pipeline moved to its current format. New measurements help locate slow frames in the running game.
Changes and current limitations
Native .igstage assets now use schema 5. Importing targets that format; retired V4 migration code and old .stage fixtures are removed.
The profiler measures the active Runtime view. A performance test scene covers baseline, large static scenes, physics, and mixed content.
The Stage grid reuses its fading rings. Timing separates rendering, presentation, and Vulkan work to help locate hitches.
These are repeatable test scenarios, not published FPS claims. Fresh measurements on real hardware remain necessary.
Development notes
Rotation fixes and clearer object snapping.
Objects rotate more predictably, and the editor has simpler snapping controls.
Changes and current limitations
C# can read local and world positions and rotations through the object hierarchy. Incremental rotation uses degrees without rebuilding the pose from display angles.
Rotation conversion was corrected around an angle that previously caused problems, with checks in the editor.
Move snapping starts disabled and uses one metre by default. Ctrl toggles it during a drag; Reset Snap Defaults restores the standard settings.
For existing C# projects: raw RotationX/Y/Z/W access was removed. Use the vector and quaternion properties and recompile.
Development notes
Smelty corrections and playtesting.
Smelty keeps completed work during corrections and checks more of what it builds.
Changes and current limitations
Before writing C# that depends on the engine API, Smelty checks the current SDK types and documentation.
Corrections retain completed checkpoints and stop repeated failures within explicit limits.
Keyboard input and capture preparation were repaired. A Smelty-authored C# Snake game passed fourteen gameplay checks, with controls checked in the editor.
Expanded task plans can be copied so you can read the objective and work steps.
Smelty’s connected service updates separately from the engine download. This checkpoint did not announce a new installer.
Development notes
Work on terrain, foliage, and animation.
More testing for animated characters and outdoor scenes.
Changes and current limitations
Repeatable tests now cover more animation clips, state machines, rigs, terrain, and foliage.
Checks for animation dependencies and packaged projects are stronger.
Smelty’s world-building reports distinguish created content, saved content, and results actually checked in Play mode.
Large animation, terrain, and forest requests still need more testing. Small passing samples don’t cover every content combination.
Development notes
More checks for visual tools and playable projects.
Work on Rig Studio, interfaces, visual scripting, and games built with Smelty.
Changes and current limitations
More representative rig shapes received focused behavior checks.
UI and Visual Scripting tests cover more authoring scenarios.
Smelty’s plan-first scene building and playable Pong workflows were exercised.
The checks apply to those scenarios. The visual-graph API and broader content coverage are still growing.
Development notes
Terrain brushes in the scene view.
Sculpt, Paint, and Scatter controls move beside the terrain you’re editing.
Changes and current limitations
Select terrain to see its brush operation and stroke settings beside the Stage.
Terrain Properties keeps the underlying data and surface layers, with fewer duplicated brush controls.
A Vulkan resource-allocation issue affecting materials was fixed and checked.
Repeated brush strokes still needed interactive testing at this checkpoint.
Development notes
Better help in the C# editor.
Code completion and the API reference use the engine’s actual C# SDK.
Changes and current limitations
The built-in editor reads public types, signatures, and documentation through Roslyn.
Completion replaces the intended text, including snippets for overriding behavior methods.
The packaged language service includes the managed API’s documentation.
C# leads the code examples. Python remains supported; existing projects are not converted automatically.
Development notes
Easier control bindings and export checks.
Keyboard, mouse, and controller setup is clearer, with more testing of exported games.
Changes and current limitations
Project Settings groups keyboard, mouse, and named controller bindings, with recording and explicit Unbind controls.
A live controller display shows buttons, axes, and their mappings. Existing bindings change only when you apply new defaults.
Windows export tests checked scene mappings, packages without source files, moved packages, and tamper detection across renderer paths.
Controlled export tests don’t replace testing on a clean external machine or cover every project.
Development notes
C# gameplay running in the native engine.
The foundation for C# behaviors in editor playtests and exported games.
Reliability patch for Windows and Ubuntu: account renewal, Remember me, Smelty completion recovery and background imports, plus Windows startup focus.
fixed: Fixed fresh account sessions being rejected by small clock differences and a stale time-validation cache, including renewal during Smelty work.
added: Added Remember me and saved username/email prefill. Remembered sessions use OS-protected tokens; passwords are never saved.
changed: Asset imports run in the background with progress and cancellation, while preserving navigation and safely applying completed imports.
fixed: Aligned Smelty completion recovery admission with the engine's existing bounded correction policy, fixing premature rejection after three corrections.
fixed: Improved the Windows splash-to-editor handoff so the main window can retain foreground focus during normal startup.
Iron Grid 0.1.13-alpha
Ubuntu Editors and automatic updates, Linux and Android game exports, and Smelty, Stage and Player repairs.
added: Native Ubuntu 24.04 and Ubuntu 26.04 x64 Editors with separate installers matching their Python ABI.
added: Ubuntu launcher checks for matching package updates, verifies downloads and uses normal administrator approval before installation.
added: Linux desktop game export from Ubuntu and Android game export tooling in the Windows and Ubuntu Editors.
changed: Smelty keeps the conversation visible with a compact status row, optional details and one composer Stop control.
fixed: Saved accounts automatically restore Smelty access on startup without requiring manual Profile Refresh.
fixed: Stabilized the long gray grid lines while moving entities in both 2D and 3D Stage view.
fixed: Repaired Android Player terrain and texture rendering and portable saved-stage sky assets for Runtime and game exports.
added: The Engine splash screen displays the current version.
fixed: Ubuntu startup now shows the branded versioned launcher with animated loading dots, then the Engine splash, before opening the Editor.
Iron Grid 0.1.12-alpha
Dragon texture correction and Smelty asset approval, C# validation, and recovery repairs.
fixed: Editable skinned GLB and glTF models preserve their cooked texture coordinates instead of reversing V twice. Existing dragon models display correctly without regenerating assets or changing materials.
fixed: Smelty stages the actual asset request for native approval. Account restrictions and terminal asset-generation failures stop visibly with their original diagnostic instead of prompting substitute assets or payload repair.
fixed: Interrupted idle Smelty tasks request normal durable closure without bypassing pending approval.
fixed: Windows C# validation uses owned filesystem-safe snapshots. Infrastructure and formatter failures stop with the original diagnostic; genuine compiler errors remain repairable.
fixed: Atomic authoring checkpoints validate Material changes against native presets created earlier in the same checkpoint.
fixed: C# discovery exposes the enforced nullable and warnings-as-errors policy and explicit entity and optional-reference checks.
Iron Grid 0.1.9-alpha
Smelty recovery and Free-account verification fixes; replaces the existing signed 0.1.9-alpha installer.
fixed: Smelty access follows included usage and purchased credits without the former Free or Pro task-count limits.
fixed: Stopped and interrupted project tasks close through durable account-owned controls while preserving saved work and incurred usage.
fixed: Smelty uses exact callable catalog names and the current commercial tool-batch contract.
fixed: Saved skinned model inspection uses rendered bind-pose bounds and completes real Vulkan previews without losing pending waits.
added: Smelty can convert an imported rig through native Rig Studio, preserving original skin weights, joint order, inverse binds, UV geometry and supported embedded skeletal clips.
fixed: Animation inspections retain exact saved source facts while completion reporting, working records and activity rows avoid rebuilding large source payloads.
fixed: Managed Smelty continuations and interrupted-task closure renew account access asynchronously without changing task ownership or billing identity.
fixed: Release candidate preparation publishes and verifies the current self-contained CSharp service and managed API instead of retaining stale local payloads.
fixed: Shared saved-session renewal serializes account token rotation across editor instances; offline native verification does not consume the signed-in editor session.
fixed: Real skinned-renderer material assignment preserves skin, mesh and render settings and rejects invalid batches atomically.
fixed: Packaged games preserve materials that use the standard shader and reject invalid custom shader references.
fixed: Packaged gameplay tests read current module values, including health and UI, and support the same Shift, Control and Alt key names as the editor.
fixed: Packaged skin-animation validation now checks actual vertex movement for editable rig and animation assets.
fixed: Editor packages exclude internal native C/C++ test source files.
fixed: Smelty accepts successful built-in character-controller gameplay evidence without requiring an unrelated script edit, and invalidates proof when authoring changes.
fixed: Completion recovery preserves the original task objective and current proof, avoiding RECOVERY_CHECKPOINT_INVALID errors and obsolete correction instructions.
Iron Grid 0.1.8-alpha
First official testing alpha: installed gameplay and export toolchains, credit-funded Smelty with safe reset retries, current docs and signed Windows delivery.
added: Installed C# and Visual Script gameplay compilation uses bundled Roslyn and private .NET runtimes. Release and Shipping exports use the packaged content cooker, native module and Player without a developer checkout or machine-wide .NET SDK.
fixed: Package validation follows the actual declared game executable, checks captured toolchain hashes and native contracts, and preserves the previously delivered game if publication fails.
fixed: Smelty hosted work uses included allowance and additional credits. Monthly task/edit count caps and per-task spending caps are removed; reservations, settlement, ownership and company spending ceilings remain enforced. Busy accounts in a full hosted reset are queued and retried once a minute when safe.
changed: Smelty conversations support selection across messages and activity results, clearer work summaries and more reliable rig attachment authoring. Module-only property edits preserve evaluated attachment transforms.
changed: The launcher and auto-updater use the new rounded Iron Grid artwork. A fresh editor profile chooses Carbon Dark or Light Mode from Windows app appearance; saved editor preferences take precedence.
security: Download redirects validate release metadata, feedback requests have bounded bodies and account quotas, and the website framework dependencies include security updates.
Iron Grid 0.1.7-alpha
Smelty mastery, reliability, bulk authoring, animation, and release stability improvements.
added: Added plan-first Smelty execution with atomic bulk authoring, request-level Undo, live task status, and deterministic recovery evidence.
added: Added typed rig, animation, character controller, foliage scatter, asset, and Visual Scripting authoring capabilities with packaged Player replay coverage.
changed: Improved Smelty model routing, provider-cost accounting, capability selection, schema coverage, and objective benchmark reporting.
fixed: Fixed Smelty completion, interruption recovery, packaged UI and script targets, native selection outlines, and Shipping renderer certification.
Iron Grid 0.1.6-alpha
Smelty attachment reliability and authored-layout protection.
fixed: Smelty now treats recoverable native-tool diagnostics as factual recovery evidence, so distinct UI-contract corrections continue authoring instead of ending the request early.
fixed: The editor release build now resolves pybind11 from the shared managed dependency cache.
Iron Grid 0.1.5-alpha
Smelty reliability and provider-routing fixes for the 0.1.4 alpha line.
fixed: Smelty now preserves valid authoring batches when an optional creation-module declaration has no fields.
fixed: Direct image and texture requests now stay with the active provider; Foundry/Meshy is used only when explicitly requested.
fixed: Stage View selection recovers correctly after an interrupted camera capture.
Iron Grid 0.1.4-alpha
Smelty authoring, UI parity, and Stage rendering reliability update.
changed: Expanded Smelty bulk authoring so entities can be created atomically with complete initial module values.
fixed: Stabilized temporal anti-aliasing in the Stage View to prevent residual camera jitter.
fixed: Corrected deterministic UI playtests, Unicode payload handling, and packaged Player layout diagnostics.
changed: Added fail-closed Stage, Runtime, and packaged Player UI parity evidence across all supported renderer backends and release resolutions.
Iron Grid 0.1.3-alpha
Alpha release with Stage View stability, Vulkan terrain rendering, and Smelty reliability fixes.
fixed: Eliminated rhythmic Stage View movement hitches caused by grid fade cache rebuilds during camera travel.
fixed: Corrected Vulkan terrain surface and screen-space reflection artifacts, including camera-dependent terrain banding.
fixed: Improved Smelty conversation isolation, transcript stability, and large-context handling.
fixed: Restored normal Stage selection after completing a terrain brush stroke.
changed: Made the canonical Smelty UI-authoring contract use RectTransform layout rather than world transforms.
Iron Grid 0.1.2-alpha
Rendering correctness and graphics stability update.
fixed: Removed the camera-relative brightness seam produced by ray-traced ambient occlusion across Vulkan and DirectX 12.
fixed: Restored rasterized directional shadows whenever ray-traced shadows are disabled, including non-RTX and basic graphics configurations.
fixed: Improved hardware ray-tracing Stage stability and reflection, shadow, and ambient-occlusion behavior across changing camera angles.
changed: Improved Vulkan texture filtering quality and kept Stage rendering settings synchronized with the runtime graphics contract.
Iron Grid 0.1.1-alpha
Iron Grid Engine alpha stability, rendering, Smelty, and editor usability update.
fixed: Eliminated reflection clipping, striping, camera-angle disappearance, and ray-traced shadow banding across Vulkan and DirectX 12.
changed: Fresh editor profiles now use Rendered Realtime with hardware-aware automatic Stage preview quality and RTX features on capable systems.
fixed: Improved Stage and Runtime View parity, play-mode temporal stability, script-runtime bootstrap consistency, and non-blocking script validation failures.
changed: Expanded practical Smelty Scout context limits while retaining authoritative subscription usage reservation and settlement controls.
fixed: Improved Code Editor API reference layout and hover stability, Ctrl+wheel zoom behavior, responsive footer paths, and clickable script-error Output rows.
Iron Grid 0.1.0-alpha
First official Iron Grid Engine alpha with stabilized ray-traced rendering and Smelty validation.
fixed: Eliminated camera-dependent ray-traced reflection disappearance by keeping the ray-tracing scene independent from raster visibility culling.
fixed: Removed close-range reflection striping with temporally phased low-discrepancy sampling and an edge-aware surface resolve.
changed: Improved Vulkan and DirectX 12 ray-traced reflections, shadows, ambient occlusion, diffuse GI, bloom, and graphics-device diagnostics.
fixed: Corrected editor shutdown so closing the application exits the frame loop instead of leaving a hidden engine process behind.
fixed: Stopped Smelty from repeatedly issuing an identical validation call against an unchanged project while retaining the original validation evidence.
changed: Established 0.1.0-alpha as the first official alpha version and classified previous development and numbered-alpha builds as pre-alpha.
fixed: Late user instructions survive terminal recovery and account-session renewal; UI layout validation precedes required runtime checks.