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engine v6.0One PlaceSep 5, 2026engine 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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One Placeengine v6.01w agoLumeengine v5.22mo agoConnectionengine v5.13mo agoFor Realengine v5.03mo agoAtelierengine v4.63mo agoSurface Tensionengine v4.53mo agoSolidengine v4.44mo agoGroovyengine v4.34mo agoContinuumengine v4.24mo agoFoundationsengine v4.14mo agoGenesisengine v0.14mo ago
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engine v5.2.15

Engine v5.2.15

August 4, 2026

A patch in the Lume line.

what's new

  • You can now put the game's "ear" anywhere — pin it to a ring-side mic, a security camera, or a moving NPC, and all spatial sound pans and fades from there instead of your camera. One place setting, and clearing it puts the ear right back.
  • Statue false alarms gone: 3D models whose textures already ride our optimized format no longer trigger the false "content may be missing or wrong" warning. (Models with webp-only textures still render untextured by design — re-generating the texture is the road.)
  • Savi can now see your game's HTML UI the way she sees your 3D scene: ask "what's on the screen UI right now?" and she gets the real list — every named element and button with its position, size, and whether it's actually visible — and "what UI is at that spot?" answers with the exact element stack, including an invisible overlay eating your clicks. No more guessing whether your menu rendered.
  • AI characters walk properly. NPCs now truthfully report standing-on-ground and their real speed, so animation logic that checks those no longer traps a walking character in a looping fall pose — and scripts can read an NPC's actual velocity instead of guessing from position changes.
  • Games boot a little lighter — the simulation engine dropped nearly half a megabyte of renderer code it never ran.
  • Terrain textures now tile cleanly by default — the faint ghosted seams that could trace the texture grid are gone. If a big natural surface reads as an obvious repeating stamp from a distance, ask Savi to turn on anti-tiling for that one material (antiTiling: "stochastic") and the repeats decorrelate.
  • Terrain edits during busy builds no longer stutter the room. When terrain changes land in a burst — like Savi reshaping a world while you play — the engine stops rebuilding soon-to-be-replaced ground over and over. A single terrain edit applies just as fast as before.
  • Paintings keep their colour! Putting a soft or near-white color on a textured object no longer turns the art black-and-white — the texture shows its own palette. Strong colored tints still repaint the hue like always. One trade: a muted mid-tone color on a textured object now darkens the art instead of repainting it — if textured surfaces look darker after this update, brighten their colors or ask Savi to re-tint them.
  • Landing on a platform's corner no longer locks your jump — corners that hold your weight count as ground.
  • Editing a script no longer counts its creations as casualties — death effects only fire for real deaths.