Roadmap

Where Hengo is going

Beta 1 is what the documentation describes today. The betas after it are the plan, not a schedule, and the list grows as the plan does.

Beta 1

Done

Everything the documentation covers

The first public build. Every feature written up in the docs is in it: the canvas, the state machine, the action catalog, live debugging and the GDScript build.

  • States on one canvas

    Machines, states, sub-states and the phases that run inside them, with transitions drawn between the cards.

    Read the docs
  • The action catalog

    Ready-made blocks for movement, physics, input, audio and UI, searched by what they do instead of by the name of an engine call.

    Read the docs
  • Variables, binds and properties

    Typed variables and node binds edited in the inspector, with renames that follow every place the value is used.

    Read the docs
  • Functions and macros

    Reusable routes inside a script, plus macros that stamp the same block of logic into as many states as needed.

    Read the docs
  • Live debugging

    Press Play, pick a running object, and watch the active state glow while each step that fires lights up.

    Read the docs
  • Dashboard and collections

    Scripts grouped in real folders, opened side by side, with a health check that sweeps the whole collection.

    Read the docs
  • Readable GDScript output

    The graph is the source, a plain .gd file is the build, and the game keeps running even without the plugin installed.

    Read the docs
  • Custom actions

    The action API, so a project can ship its own blocks next to the native ones and document them in the same tooltip.

    Read the docs

Beta 2

Planned

Finding things and picking things

A pass over everything that gets in the way of finding what you need: search across a whole collection, and menus that hold up once a project grows.

  • Search inside collections

    Search a whole collection at once, not one open script at a time, and jump straight to the hit.

  • Better menus and pickers

    Dropdowns, lists, bind pickers and popups reworked so long lists stay usable and every picker behaves the same way.

  • Better code search

    Faster results, better matching, and a panel that is easier to read.

  • More actions

    New blocks filling the gaps that still send people to a raw expression.

Beta 3

Planned

Debugging you can sit with

The debugger gets the same attention the editor got: a layout built for reading, a run you can replay, and control over what gets compiled with debug on.

  • A debugger built to be read

    A redesign of the whole debug view, so what the run is doing is legible at a glance instead of decoded frame by frame.

  • Save a run and replay it

    Record a debug session to a file and step through it afterwards, calmly, instead of trying to catch the bug live.

  • Pick what compiles with debug

    Select the scripts that carry debug instrumentation, so a heavy project only pays for the part being investigated.

  • Debug inside the running game

    Exploring

    An overlay in the game window itself, for the cases where reading the graph in the editor means looking away from what just happened.

  • More actions

    Another round of blocks, driven by what the demos still write by hand.

Want something on this list?

The plan follows what people actually hit. Say what is missing on Discord, or open an issue on GitHub.