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Current release: v0.5.2 (prerelease): self-contained builds for Windows x64, Linux x64 and ARM64, and Apple Silicon Macs, and the AUR package siegefx-bin on Arch. See Building and Running for running from source.
About the version reset: earlier tags (v0.7.0–v0.15.0) tracked internal engine milestones and climbed far faster than the project's actual maturity. With the first playable build, versioning restarted at 0.0.1 and now tracks playability toward 1.0 = a complete Farmhouse → Castle Ehb campaign. The old milestone release notes are preserved on the Release Archive page.
Alpha — not finished software. Since v0.4.0 the campaign can be played through to the final boss, and a completability audit walks all 81 regions with zero unhandled interactive components; the work now is making every part of it behave as the original does, measured on the Parity page. Every claim below is backed by a headless siegefx audit — see Receipts.
The Farmboy spawns in fh_r1 off a self-contained build, one .exe on Windows or one folder on Linux: Microsoft splash → GPG splash → animated logo → seven-button main menu → a scripted intro sequence → in-game. Click-to-move and click-to-attack route through the live nav mesh, including cross-region seams into basements, cellars, caves, and dungeons — and DS1's Sims-style cutaway fade now hides the structure above you when you descend. Equipped weapons render and animate on the hand bone; the HUD draws DS1 bitmap-font text with HP/MP bars, a rotating compass, and a quest tracker.
You can recruit companions through their authored conversation, kit them out on a per-companion character sheet (paper doll + backpack), and send the party through six DS1 formations from the Field Commands panel; followers fight with their own gear and path anywhere the player can. Enemies come in melee, ranged, and spellcasting flavors, arrive from template-defined spawners, raise pack alerts, and walk authored patrol routes. Casts fire the full authored spell universe through DS1's own sfx-script VM. Vendors stock and trade from template data; quests journal and persist; barrels shatter into per-material debris and drop authored loot; F9/F11 quick save / quick load (the original's keys) restore the world losslessly; 131 mp3 tracks stream with mood-driven battle-track flips.
| Subsystem | State |
|---|---|
Tank reader (.dsres / .dsmap) |
List + extract |
Texture pipeline (.raw → bitmap) |
Working |
| GAS parser | Hierarchical templates + configs |
Static meshes (.sno terrain, .asp mesh) |
On screen |
| World streaming | Walk across connected SNO nodes; cross-region seams from nodes.gas + stitch_helper.gas wired into NavMesh adjacency |
| Underground cutaway (SC-FADE-GROUPS) | DS1-correct fade_nodes — Sims-style upper-layer hide on basement/cellar descent. Render fade is whole-snode, nav fade is per-lnode (see Architecture) |
Skeletal animation (.prs) |
1,962/1,962 shipped files parse; full per-actor chore dictionary (avg 5.99 clips/actor) |
| Skrit VM | Interprets shipped .skrit
|
| Sfx-script VM (Phase 23) | Full SiegeFX Appendix-A parameter set on a deterministic timeline; committed goldens + offscreen filmstrip renderer |
| Actor system + GAS spawn | 181 actors per region across 17 archetypes |
| Mob AI (SC-MOB-*) | Attack modes (melee / ranged / caster), template-defined generators/spawners, pack alerts, command.gas patrol routes, authored perception + swing cadence |
| Pathfinding + nav | Funnel-smoothed A* on SNO walkable surfaces; per-actor NavTraversal (land / water / lf gate) |
| Combat + stats | HP/MP/armor from templates; melee + ranged + spell damage; loot drops |
| Player character + input | LMB move / attack, RMB talk; camera follow; clickable doors |
| Party & companions (Phases 26–27) | Conversation-driven recruitment; followers fight with their own gear and trail the leader through six formations.gas formations; no friendly-fire on party members |
| Field Commands panel | Orders (attack / movement / target) + formation radio group + follow toggle, in authentic DS1 chrome |
| Per-companion character sheet | Paper doll + backpack per companion, tiled beside the player's; live combat refresh on equip; class title + portrait |
| Inventory + items | Grid inventory, equip slots, pickup, in-world pcontent |
| Spells | 231-template universe; two-slot hotbar, mana / cooldowns, per-element tinting (fireball orange, iceshard cyan, zap blue), 3D positional cast audio |
| Vendors / shops (Phase 25) | Resolve from template data; trade opens in-world; stock + pricing audited |
| Quests | DS1-authentic journal screen + always-on HUD tracker; canonical text from quests.gas (typos preserved); persist across saves. Audit siegefx quests audit World.dsmap: 32 rows / 29 dialogue-covered / 0 MISSING / 3 expected ORPHAN |
| Doors | Click-to-open (not proximity), hinge-accurate swing on the authored .asp hinge, positional open cue |
| Compass (SC-COMPASS) | Rotating dial spec'd from config/compass.gas, with hide/show cover |
| Water + waterfall animation (SC-TSD-ANIM) | Data-driven from per-texture TSD .gas sidecars (3,318 records); frame-cycle rivers + multi-layer foam recipes, two-pass draw + glPolygonOffset to beat depth-fighting (siegefx tsd dump) |
| Breakable props (SC-BARREL) | 1,850 placements / 1,429 with pcontent / 9,402 frag entries / 199 templates with resolved break sounds across 81 regions |
| Cinematics (SC-NIS) | Non-interactive-sequence engine; scripted opening with storyteller narration |
| UI / HUD | Bitmap font, HP/MP bars, always-on data bar, inventory, in-game (Escape) menu |
| Options menu | Video / Audio / Input / Game + new Advanced tab in authentic DS1 chrome; resolution/fullscreen, shadows, filtering, gamma, object detail, VSync, frame cap, anisotropy, MSAA, point-light budget, UI scale — runtime-wired and persisted |
| Weather + moods | Region-scripted rain / snow / fog / lightning with mood-driven transitions |
| World mechanics (alpha sweep) | Elevators/lifts, levers, chests + traps, breakables, locked gates + keys, shrines, world gold, logic-gizmo networks, use-toggled progression doors — campaign-audit table empty across all 81 regions |
| HUD customization | Shift+drag repositioning for HUD pieces with magnetic snapping; global UI-scale slider; positions persist |
| Character creator | Gender / head / face / hair / shirt / pants over a live 3D preview; round-trips through save |
| XP / leveling | Per-damage XP + kill bonus, auto-grow STR/DEX/INT |
| Audio + music | OpenAL Soft 3D positional cues; 131 mp3 tracks via NLayer with mood-driven standard↔battle flips (3s disengage), sample-continuous looping |
| Save / load | F9 / F11 quick save / load, as in the original; JSON schema, atomic write, schema-versioned |
| Platforms | Windows and Linux (X11 and Wayland); CI builds and tests both on every push |
- Parity with the original — closing the gaps the Parity page measures, checked side by side with the original running under Proton.
- The intro and credits movies — Bink playback (the intro is a one-second fade today, and the Credits button does nothing yet).
- Interior lighting fidelity — some dungeon interiors render darker than retail; a lighting pass is in progress.
- Stair pathing — descending certain staircases can zigzag.
- Combat balance — ongoing tuning as the caster / ranged / pack systems settle.
The multiplayer world and its rules, loading user mods, and SiegeSmith on Linux — after v1.0. Multiplayer sessions themselves (LAN, direct IP, and Epic Online Services) are already in. The Legends of Aranna expansion is out of scope.