Releases: c38ImagineWorksDev/SAGE-ENGINE
Releases · c38ImagineWorksDev/SAGE-ENGINE
The Thread Reborn
🔥 v0.1.1 — The Thread Reborn
“Sometimes the only way forward is to burn the weave and start anew.”
This marks the full-system purge and resurrection of the STYNTHREAD Advanced Game Engine (SAGE).
The old weave is gone — every frayed thread cut clean. This is the first cut of the new weave.
🧵 Fresh Foundations
- 🪡 Project SAGE_V1 launched — leaner, tighter, zero-clutter folder structure for long-term scalability
- 🛠 Rebooted in Unreal Engine 5.6 using the Third Person Combat template for hands-on melee + movement testing
- 🖤 Adopted hybrid C++/Blueprint workflow from day one for raw performance and rapid iteration
- 🧠 ThreadPrint reborn —
UThreadMemoryre-engineered as the brain of the emotional memory system - 🛡
.gitignoreupgraded to lock down secrets, tokens, logs, and env files - 🧹 Legacy repo history purged, verified clean by GitGuardian
🛡 Security & Hygiene Overhaul
- 🗑 Legacy folders and unsafe commits permanently deleted
- 🧨 Hard Git reset to remove high-entropy strings and risks
- 📦 Offline snapshot backup stored for disaster recovery
🔮 Systems in Motion
- 🔗 C++/Blueprint bridge in development for
UThreadMemoryandFThreadMark - 🎭 New emotional tagging framework under construction for event classification and weighting
- ⚡ ThreadSignal trigger system staged for near-instant cross-module communication
- 🕸 Prep underway for multi-module development:
ThreadLore,Syntaxbreaker, andForgiveness Logic
⚠ Known Shadows (Watch Points)
- Persistent save layer for ThreadPrint is pending
- Emotional tag decay + weighting logic not finalized
- Cross-title consequence linking (ThreadLink) planned but not yet active
🧠 Next Phase — “Signal Through the Weave”
- Complete ThreadPrint ↔ ThreadSignal integration
- Run in-engine tests for emotional tagging + NPC adaptive response
- Begin syncing
ThreadPrint,ThreadLore, andSyntaxbreakeracross modules
"This isn’t a patch. This is a resurrection."
— C38 ImagineWorks, 2025