Devlog

Blog

Release notes, devlogs and news from the engine's development.

2026-10-01

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.

2026-09-23

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.

2026-09-02

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.

2026-08-05

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.

2026-07-18

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.

2026-07-08

Moving from GPLv3 to MPL 2.0

We're relicensing Turian from GPLv3 to MPL 2.0 based on community feedback.

2026-07-03

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.

2026-07-01

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.

2026-06-10

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.