Beta
Vestige Engine
A 3D game engine built from scratch.
About Vestige Engine
Vestige is a program for walking around 3D spaces on your computer. You move with the keyboard and mouse, in first person, the way you would in a video game — except the spaces are ones you build yourself.
It started as a way to explore reconstructions of historical buildings. The first targets were the Tabernacle and Solomon's Temple: structures described in detail in text, which almost nobody has ever seen at full size. Reading measurements is not the same as standing in a room. Vestige grew from that into a general-purpose engine for building and inhabiting 3D scenes.
What it does
It is one program with two halves, and the Esc key swaps between them.
- The editor is where you arrange a scene — place objects, light them, set up physics and sound, and undo it all when you change your mind.
- Walkthrough mode drops you inside it. W A S D and the mouse, Shift to run.
The rendering is the part most of the work has gone into. Realistic materials that respond to light the way real surfaces do, shadows from every light in the scene, bounced indirect light so a red wall tints the floor beside it, volumetric fog and god rays through windows, and around a million individually simulated blades of grass that cast their own shadows.
Underneath that: a full physics engine, skeletal animation for characters, and 3D audio that is genuinely aware of the room — a sound is muffled by a real wall between you and it, and each space carries its own measured reverb.
There is also a visual scripting editor, so behaviour can be wired together as a diagram of connected nodes rather than written as code.
Getting a look at it
You do not need to build anything. Every release has ready-to-run downloads —
a .zip for Windows, an AppImage or a plain archive for Linux. Unpack it, run it,
press Esc, and you are walking.
Two things worth knowing before you do. Windows will warn you the first time; the build is not code-signed, because a certificate costs money this project has not spent. Click More info → Run anyway. And your graphics driver needs to support OpenGL 4.5 — if it refuses to start, updating the driver fixes almost every case.
Where it stands
It works, and it is genuinely early. The engine hits its target of 60 frames a second on mid-range hardware, and the parts that make a scene look and sound right are built: lighting, shadows, physics, audio, animation, weather, vegetation, UI.
What is missing is most of the game-making layer — no networking, no multiplayer, and no settings menu of the kind a finished game ships with. It is also not a Unity or Unreal competitor and is not trying to be: no asset store, no scripting language, no marketplace.
Accessibility is built in rather than bolted on: colour-blind modes, subtitles, fully remappable controls, a reduce-motion setting and photosensitive safety limits.
macOS is not supported and will not be. Apple caps OpenGL at 4.1 and Vestige needs 4.5. Vulkan is on the long-term roadmap, and would change that answer.
Vestige is MIT-licensed and will stay that way. It is developed openly with AI assistance, which is disclosed rather than hidden.
What's new · v0.1.70 19 August 2026
Vestige 0.1.70 — first release with a complete changelog section since 0.1.5.
Downloads
| Your system | File | How to run it |
|---|---|---|
| Windows 10/11 (64-bit) | vestige-0.1.70-windows-x86_64.zip |
unzip anywhere, run vestige.exe |
| Linux (easiest) | Vestige-0.1.70-x86_64.AppImage |
mark it executable, then double-click |
| Linux (plain archive) | vestige-0.1.70-linux-x86_64.tar.gz |
extract, run ./vestige-editor |
Press Esc to enter the walkthrough, W A S D + mouse to move, Esc to return to the editor.
Needs an OpenGL 4.5 driver. Windows will show a SmartScreen warning — the build is not code-signed; click More info → Run anyway. macOS is not supported (Apple caps OpenGL at 4.1).
Notable in this release
- Light shafts restored on the Low and Medium quality presets. Below the High preset the engine had been rendering no light shafts at all: the screen-space god rays checked a stale copy of "is volumetric fog running", concluded it was, and switched themselves off — while the fog was in fact disabled at those tiers by design. Weak hardware got neither effect.
- Fog and GI performance budgets are now tied to the quality preset they were measured for, so a machine running below High is no longer held to dev-rig numbers.
- The Windows test suite passes on real hardware for the first time — 3725 tests on a GTX 1050.
- The README is rewritten to be readable without a C++ background, with a no-build "just want to look around?" section.
About the changelog section
CHANGELOG.md's [0.1.70] section covers 2026-04-18 to 2026-08-19, not this release alone. Tags v0.1.6 through v0.1.69-rc.1 were cut by the weekly release automation without their [Unreleased] content ever being promoted into a dated section, so many entries there describe work that reached users through those earlier tags. Rather than guess retroactively which entry belongs to which tag, the whole record is published as one honestly-dated section. Releases from here on carry their own.