What's new

Changelog

What changed in each EngineForge release. EngineForge updates itself; check the version you are running under Settings, then Updates.

  1. v0.0.39

    Start a new game, export it, and decide when it gets playtested

    EngineForge can now set up Godot for you and start a new game from an idea, export Godot games as desktop builds, and lets you choose whether a change gets playtested. The Cockpit is redesigned and the Crew gains web search and sound generation.

    Start a new game with Managed Godot

    • Start a new game without installing an engine, on macOS and Windows: EngineForge automatically downloads the official Godot 4.6.1, verifies it is genuine, installs it and launches it for you.
    • The game opens in the Cockpit with a Scene view, Play and Stop. New games are saved in the Games Folder, ~/EngineForge Games by default.
    • Guided onboarding: Welcome, Workspace and theme, Project (start a new game or open an existing one), Account, Set up, Ready.

    Export Game

    • Build desktop games for macOS, Windows and Linux from the Export Game dialog or by asking the agent.
    • Set the game name, version and bundle ID, and choose an icon image or generate one with credits. A generated icon is used only after you choose it.
    • Every build reports what was checked: built, archive checked, startup checked on this computer, and not tested on the other operating systems.
    • Export works on a saved copy and never changes your project. The first export downloads about 1.2 GB of Godot export templates once.

    Crew

    • Maestro leads every session: it hands each part of your request to the right specialist, keeps track of what is still open, and tells you about anything left unfinished.
    • Playtesting is your call: after a change to how the game plays, a "Worth a playtest?" card lets you try it yourself, send the Playtester, or skip it. Auto Playtest, off by default, sends the Playtester straight away.
    • A faster Playtester that runs on demand.
    • Real workflows for the Juicer (game feel and atmosphere) and the Systems Smith (state, versioned saves, theme roles and UI tooling).
    • Agents can search the web and read pages, and generate sound effects, music and synthetic character voice lines (no voice cloning).
    • Agent names drop "The": Builder, Juicer, Systems Smith, Playtester.
    • An updated model picker with the new lineup, and per-model show or hide in Plans & Models.

    Cockpit

    • A redesigned Cockpit workspace, composer and agent conversations.
    • New themes: Original or Neutral, each in Dark or Light.
    • A refined application icon across macOS and Windows.
    • Delegated approval cards show the command and why it asks.

    Godot and Unity

    • Godot: one launcher and one window for the agent’s game, autoload registration, UI inspection and click tools, filmstrip motion review and runtime error reporting.
    • Unity: scene create and save that never discard unsaved work, project validation, project settings, prefab instantiation, animation clips and controllers, and runtime sessions that report what the running game actually did.

    Reliability

    • Output-limit cut-offs are reported to the agent, and long file writes show their progress.
    • Oversized tool results are kept in task storage with a preview instead of filling the conversation.
    • Runs that end on an API or network error are reported as errors, not as done.
    • Anonymous error reports when the agent hits a hard failure. They never include your code, prompts, file paths or account. You can see exactly what is sent, or turn them off in Settings.

Download EngineForge for macOS or Windows, or read how updates work.