Blog
Release notes, devlogs and news from the engine's development.
2026 September Release
Turian came home to C#, and its now 2.0: bricks, dependency injection, DataAssets as the designer's backbone, undo, linked prefabs, a 12× faster transform hierarchy, and a Guinevere with stronger foundations.
Turian 1.0: Coming Home to C#
Turian is back in C#. Here is what I brought home from six months building TurianZ in Zig, what ships in 1.0, and where the two engines go from here.
2026 August Release
Six releases, screen-space reflections, reflection probes — and a renderer that went from 115.7 ms a frame to 12.8, then kept going. August was the month Turian stopped guessing about performance.
2026 July Release
Nineteen releases, two major version bumps, and a 2.8-million-triangle scene that forced the renderer to grow up. July was the month Turian stopped being a prototype.
Why Turian 2.0.0 Is a MAJOR Release With Just 1 MINOR Change
Turian 2.0.0 contains just one breaking change. That isn't an anticlimax — it's our core philosophy.
Moving from GPLv3 to MPL 2.0
We're relicensing Turian from GPLv3 to MPL 2.0 based on community feedback.
Turian speaks three new languages
The Turian site is now available in Portuguese, Japanese and Simplified Chinese, reaching two of the world's largest game development communities.
2026 June Release
Nine releases transformed Turian from its first commit into a game engine with an integrated editor, Play Mode, prefabs, profiling, remote debugging, and AI tooling.
Introducing Turian: a 3D game engine in pure Zig
Why we're building a Unity-style editor with no garbage collector, no scripting bridge, and no licensing fees — entirely in Zig.