Joining all features for beta!


Biomancer 0.4.3.1 is out and you can download it on our discord! This one is all about world atmosphere, better data handling, and a bunch of engine/script quality-of-life fixes that should make building levels and debugging a lot smoother.

Me testing the engine's scenario destruction effect.

🌌New Features

Skydomes

Biomancer can now render skydomes out of the box.

  • You can wrap your scene in a proper sky instead of hacking a distant cube or flat gradient.
  • Designed to play nicely with the existing lighting setup so the world doesn’t feel “disconnected” from the sky.
  • The skydome is based on a shader so it's fully compatible with procedurally generated skies.

BioData Objects

This is just a cleaner way to store and pass around data inside Biomancer.

  • Think of them as data-only entities that can be referenced from different scripts and systems.
  • Good for shared configuration, runtime values, and anything that doesn’t need a full 3D node.
  • Helps reduce “magic numbers” and random globals sprinkled across scripts.

The idea is to make your project’s data model more explicit and easier to reason about.

BioProfiles & File Management (Read/Write)

Biomancer now has BioProfiles and a basic file management layer for reading and writing data.

  • You can save and load data to disk through a more structured system.
  • Useful for profiles, settings, or future save-game systems.
  • Built with expandability in mind so it can grow with the engine instead of being a one-off hack.

This is laying groundwork for save systems, user profiles, and smoother project-level configuration.

🔧 Enhancements

Physics Shape Debugging

  • It’s now easier to see and debug physics object shapes, instead of guessing where your colliders really are.
  • Great for checking alignment, sizes, and weird collision behaviour.

This should speed up level iteration and help track down “invisible wall” type issues.

Ghost Colliders for Levels

Biomancer now supports ghost colliders for level design:

  • You can have a collider without any visible geometry.
  • Or, put differently: you can remove a visual from a 3D node while keeping its collider.
  • Very handy for invisible barriers, triggers, or gameplay-only geometry.

Bioscript: this Accessor + Attribute Editing

You can do things like:

  • Adjust the current object’s attributes directly from script.
  • Build utilities that read/write fields off this in a clearer way.

The goal is to make scripting feel more like working with a real object model and less like fighting bindings.

3D Collider Shape Offset

You can now offset 3D collider shapes relative to their node:

  • No more forced “collider exactly at the node’s origin.”
  • You can move a collider inside the node space to better match visuals.
  • Very useful for asymmetrical meshes, tall characters, or objects that don’t nicely fit into a centered volume.

🐛 Bugfixes

  • Material Blending Fixed
  • Editor 3D Background Preview Shading
  • Physics Updates from Scripted Position Changes
  • Binary Shader Loading Fixed

What's the next steps

Biomancer is getting closer and closer to beta release, there are less than a handful of missing features for it and only big one is exporting the game itself. You may expect beta coming this spring.

Join our Discord Server and download all Builds of Biomancer!

Files

Biomancer-0.3.0.5-alpha.zip 10 MB
Jun 06, 2025

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