Skip to main contentDevelopment archive / Source snapshot August 31, 2026 · Site updated September 4, 2026
Building the first future carefully.
This page separates the game that is being designed from the software and presentation that exist today. The foundation is real development work. It is not yet a finished game or a public release.
Plain answer: You cannot download and play a polished version of Echoes of the Broken Sun today. The current Unreal source integrates an original first-pass mesh for every Meridian, Kharuun, and Hollow Choir unit and structure, a four-part Future Well, and seven authored Glass Scar world assets. These are vertical-slice art candidates, not finished production models; character art, production terrain, animation, detailed textures, destruction, effects, and audio remain incomplete.
Current development state
What exists under the placeholders.
The project is moving from a systems prototype toward a Glass Scar vertical slice. The exact boundaries matter: a tested rule or bounded route does not establish final balance, broad usability, production art, or release readiness.
Engine capture · not final artGlass Scar Battlefield — Engine CaptureCurrent in-engine art-review capture · three routes visible · UI hiddenEngine capture · not final artFuture Well (Dormant) — Engine CaptureCurrent in-engine art-review capture · Dormant state · UI hidden
Engine capture · not final artMeridian Compact Roster — Engine CaptureFirst-pass authored meshes · two LODs · faction-aware material zonesEngine capture · not final artKharuun Assemblies Roster — Engine CaptureFirst-pass authored meshes · two LODs · faction-aware material zones
These are current Unreal Engine art-review captures. They show the state of accepted development assets as of August 2026 — authored silhouettes, correct topology, faction-aware materials. They are not final production art, final textures, gameplay screenshots, or evidence of release readiness. Final art, lighting, effects, animation, and destruction are scheduled for the last phase of production, so the finished game will not look like these captures.
World & Atlas
The Soryn Tactical Atlas & Continental Cartography
A new comprehensive Tactical Atlas maps out all fifteen campaign operations and six skirmish theaters across Soryn's six distinct biomes (Vitrified Basins, Shivergrass Steppes, Subterranean Cavern Arteries, Sheared Ark-City Foundries, Crownfall Void Horizons, and the Solar Fall Dais). Each sector includes an interactive 64×64 radar topology, environmental hazard breakdown, lighting Kelvin/lux values, and ambient soundscape beds. Continental transit arteries (The Glass Highway, Subterranean Conduits, Foundry Spine, and Solar Ascent) connect each theater into a coherent narrative campaign.
Visual target
The finished look, gathered in one place
A new Vision page places the composed Glass Scar visual target and the registered concept sheets beside current in-engine captures, subject by subject, with every image labeled as a concept target or an in-engine capture. The home, Factions, and World pages carry the same labeled images. This is a website change only: no runtime asset, mesh, material, effect, lighting value, or mission is claimed to have changed by it. The Vision page describes source state as of September 4, 2026; the development-state entries below still describe the August 31 snapshot.
Implemented prototype
Sixteen feature-gated operations
The Glass Scar skirmish and fifteen linked campaign missions now exist in development form: What the Ledger Keeps, Seven Accounts of Rain, A City on Reserve, The Unburied Road, Terms of Continuance, Names Without Births, The Shape of Silence, The Shape Beside Us, Reserve Authority, The Choir at Lume Reach, No Neutral Ledger, The Future That Won, Assembly of the Missing, Several Voices, One Command, and The Broken Sun. Each has its own operation state, objective flow, result, replay path, and isolated quick save.
Implemented prototype
Three playable faction foundations
Meridian, Kharuun, and Hollow Choir each have a worker, line or skirmish unit, heavy or recovery unit, scout or support unit, headquarters, supply structure, production structure, utility structure, and a two-step research path. These are prototype foundations, not a broad balance result.
Art candidate
Twenty-four authored roster meshes
Every current Meridian, Kharuun, and Hollow Choir unit and structure now loads a distinct original static mesh in Unreal. Each asset includes two LODs, four faction-aware material zones, and visibility selection collision. The public Arsenal distinguishes live captures, source-integrated candidates, and visual targets.
Art candidate
Four-state Future Well landmark
The world’s signature objective now uses authored base, orbit, core, and ground-glyph meshes. Dormant, Harvest, Preserve, and Reshape remain readable through different geometry when color or motion is reduced. The Future Well archive pairs current Metal captures with the clearly labeled concept target and exact prototype rules.
Art candidate
Seven authored Glass Scar world assets
The current environment pass replaces visible terrain and resource primitives with original shelf, ridge, shard, Ash Cut, Buried Causeway, Folded Verge, and Matter-deposit meshes. Each has two LODs and four material zones. The world archive separates the polished concept target from accepted current Unreal captures.
Implemented prototype
Continue from the exact next mission
The prologue’s Harvest, Preserve, or Reshape choice is written as a persisted campaign record, and later missions turn that choice into terrain, priorities, alliances, and ending options. The current source connects all fifteen records into one journey: Continue Campaign opens the exact next mission, a failure retries instead of skipping ahead, and a completed campaign returns to the archive boundary. Starting again or restoring the prior campaign is handled as a protected transaction with one earlier ledger generation retained. Replaying a completed mission can return to the journey, but it cannot silently replace an earlier decision or ending.
Player archive source
A readable player archive
These checked-in pages separate world lore, character arcs, faction beliefs, every current unit and building, the full planned campaign, and honest development status. Source acceptance and public deployment are tracked as separate states.
What is not here yet
Presentation
Finished game graphics
Not yet. The roster, Future Well, and first Glass Scar world assets are functional and visible in-engine, but they remain static vertical-slice candidates without final textures, animation, destruction, effects, or full lighting qualification.
Availability
Public playable release
Not yet. Historical version 0.93 evidence covers a Mac Development app that passed local package and startup checks on one M1 Pro Mac. That package predates accepted source checkpoint 309e354; no package has been produced for that checkpoint or the newer source changes documented here. The historical app was ad-hoc signed, not notarized, not clean-machine tested, and is not offered here as a release download.
Campaign
Full routes and final presentation
Mission 15 and exact-next-mission continuation exist as bounded prototype systems. Bounded automation completes two full Mission 01–15 journeys from an empty ledger—Preserve at both recorded Well decisions to Restoration, and Harvest at both to Extinguishment—with fifteen persisted records in each. A separate Mission 15 test completes Controlled Stabilization from synthetic, validator-accepted fourteen-record prerequisites. This does not establish ordinary-player or manual completion, a comprehensive route-and-ending matrix, Open Evolution completion, cinematic or usability quality, packaged behavior, or release readiness.
Faction
Finished Hollow Choir
The source roster, technologies, bounded mechanics, skirmish choice, and Mission 14–15 command perspectives exist. Broad matchups, final presentation, full usability, and cinematic ending consequences remain undelivered.
Modes
Multiplayer and replay UI
Bounded in-process and local-host networking and replay systems exist for engineering tests. Player-facing multiplayer/replay UI, separate-process and separate-machine qualification, and an internet-ready service are not available features and are not shown as playable options here.
Release work
Final tuning and distribution
Balance qualification, production performance, signing, notarization, clean-machine compatibility, and distribution readiness remain open.
Next horizons
From working rules to a readable world.
The immediate creative goal is not more placeholder spectacle. It is a coherent vertical slice in which players can recognize faction, role, threat, terrain, orders, and Well transformation at combat speed.
Visual identity
Production silhouettes
Refine the new authored mesh set through camera-distance recognition tests, skeletal articulation, damage states, texture detail, and non-color faction cues.
World building
The complete Glass Scar
Refine the new terrain, route, Matter, and Future Well candidates into one production environment with ecology, atmosphere, destruction, and tested combat-distance readability.
Player experience
Polished campaign arc
Turn the fifteen bounded campaign operations into a coherent experience with final writing, presentation, accessibility work, sound, and broad usability testing.
Completion evidence
Campaign systems
Qualify alternate routes and endings end to end, then add campaign slots, broader consequences, relationships, civilian state, and recoverable player-facing progression.