Engine summary: SoulScorch already covers gameplay, content data, scripting, tooling, presentation, and a growing online community layer.
Feature areas
Gameplay
Song loading, charts, notes, strumlines, scoring, judgments, song events, pauses, and game over flow.
Content pipeline
Characters, stages, songs, dialogues, weeks, metadata, noteskins, splashes, and mod manifests.
Scripting
SoulScript, HScript, Iris, Lua, Python, and JavaScript support with different levels of engine access.
Tools and editors
Chart, stage, character, and modchart tooling already exist and form the basis of a longer creator workflow.
Presentation
Shaders, cutscenes, dialogue, camera controls, freeplay previews, and menu systems are all first-class engine concerns.
Online layer
HomeSoulDB and HomeSoul Cove add catalog discovery, stand metadata, event rosters, and API-backed services.
Showcase layer
The engine now also has a public-facing ecosystem for project presentation, catalog listings, and community event visibility.
Project structure
SoulScorch-Engine/ |- source/ engine states, gameplay, systems, editors |- assets/preload/ built-in art, data, songs, languages, shaders |- mods/ local and installed mods |- commandline/ utility commands and packager helpers |- docs/ deeper markdown documentation |- tools/ conversion and build helper scripts |- project.xml Lime project definition |- build.bat target build menu
Current supported output
| Area | Support |
|---|---|
| Desktop | Windows, Linux, macOS style workflows with C++ and HashLink paths |
| Mobile | Android and iOS oriented support with resource constraints in mind |
| Web | HTML5 build path exists for lighter web deployment cases |
| Standalone mods | Packager flow for exporting standalone mod distributions |
| Community presence | HomeSoulDB catalog listings, HomeSoul Cove showcases, and jam-ready presentation flows |
What makes it feel like SoulScorch
Homebrew identity
The site and the engine both benefit from feeling open, creator-first, and a little rough around the edges in a good way.
Range
It should support a first tiny mod, a full custom rhythm game, and the social layer around both.