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engine v5.2LumeJul 10, 2026engine v5.1ConnectionJun 18, 2026engine v5.0For RealJun 4, 2026engine v4.6AtelierJun 1, 2026engine v4.5Surface TensionMay 22, 2026engine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApr 29, 2026

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what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

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Lumeengine v5.22w agoConnectionengine v5.11mo agoFor Realengine v5.01mo agoAtelierengine v4.62mo agoSurface Tensionengine v4.52mo agoSolidengine v4.42mo agoGroovyengine v4.32mo agoContinuumengine v4.22mo agoFoundationsengine v4.12mo agoGenesisengine v0.13mo ago
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engine v5.1.2

Engine v5.1.2

June 19, 2026

A patch in the Connection line.

what's new

  • Scripted materials no longer lose their shading after reloading a game.
  • Players now recover normally when terrain collision rebuilds instead of continuing to fall through the world.
  • Games with lots of coins, enemies, and other objects stay responsive when scripts look for players.
›technical notes
  • Re-derive the complete client material, texture, and look script libraries when a projection reset recreates tome/spec, including refs from directly ingested runtime materials.
  • Preserve the renderer's last complete script libraries across transient component removals, while sending an explicit empty replacement when the reset spec has no live refs.
  • Fixed terrain chunk rescue recovery after a missing client collider rebuilds by letting verified support collision clear script-owned character fall velocity before the next physics step.
  • Fixed multiplayer client getPlayers() and other tagged queries to use the replication-maintained tag index instead of scanning every positioned entity.
  • Preserved dynamic player and spawned-object tag entries across client spec synchronization.
  • Treated declared places with no tagged entities as empty indexed results instead of full-scan fallbacks.