Development archive / Source snapshot August 30, 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.

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. Version 0.93 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. A version 0.93 Mac Development app has passed local package and startup checks on one M1 Pro Mac, but it is ad-hoc signed, not notarized, not clean-machine tested, and 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. Headless automation now completes two distinct routes and endings from an empty ledger, but the remaining routes and endings, campaign-slot UX, ordinary-player full-campaign completion, final dialogue, and cinematics remain ahead.

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.

View the public repository ↗