Uploaded August 2026 | Updated September 2026, 1 week ago
โ Get Stove (67% OFF):
https://uniday.studio/link/stove
โก๏ธ Get Cave Engine: https://uniday.studio/cave
โ My Discord Channel: https://uniday.studio/link/discord
โก๏ธ Buy me a Coffee (Patreon): https://uniday.studio/link/patreon
Stove is officially out! In this video, I walk through the public release of our streamlined 3D modeling software built specifically for creating game assets. Stove focuses on stylized, retro, low poly, and hand painted workflows, giving you the modeling and painting tools you actually need without the complexity of a full 3D suite. You can manage multiple assets in a single project, compare them inside the Asset Zoo, model with familiar Blender inspired shortcuts, and paint directly without manually creating UV maps.
The video also covers texture pixelation, non destructive ambient occlusion, masks, gradients, randomized painting, automatic OBJ export, and the limitations of Stove, including the fact that it is designed for asset creation rather than scene composition. To finish the launch video, I create and texture a complete mailbox from scratch to demonstrate the full workflow in practice. Stove is available now with a special launch discount.
00:00 Stove Is Officially Released
00:58 Why We Created Another 3D Modeling Tool
02:02 Creating Game Assets With Stove
02:35 What Stove Is Not Designed For
03:06 The Interface and Asset Zoo
05:21 View Mode and Context Sensitive Shortcuts
07:28 Modeling Tools and Blender Inspired Controls
09:11 Automatic UVs and Texture Painting
10:04 Pixelated Textures and Ambient Occlusion
11:44 Exporting Assets Directly to Your Game Engine
12:32 Advanced Painting, Edges and Randomization
14:13 Launch Discount and Stove Community
15:03 Why Stove Cannot Compose Scenes
15:40 Creating a Mailbox From Scratch
22:17 Painting With Masks and Gradients
25:07 Finishing the Texture and Ambient Occlusion
28:10 The Final Asset and Stove in Practice
ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท
โบ Uniday Studio
By: Guilherme Teres Nunes
โ Get Stove (67% OFF):
https://uniday.studio/link/stove
โก๏ธ Get Cave Engine: https://uniday.studio/cave
โ My Discord Channel: https://uniday.studio/link/discord
โก๏ธ Buy me a Coffee (Patreon): https://uniday.studio/link/patreon
Stove is officially out! In this video, I walk through the public release of our streamlined 3D modeling software built specifically for creating game assets. Stove focuses on stylized, retro, low poly, and hand painted workflows, giving you the modeling and painting tools you actually need without the complexity of a full 3D suite. You can manage multiple assets in a single project, compare them inside the Asset Zoo, model with familiar Blender inspired shortcuts, and paint directly without manually creating UV maps.
The video also covers texture pixelation, non destructive ambient occlusion, masks, gradients, randomized painting, automatic OBJ export, and the limitations of Stove, including the fact that it is designed for asset creation rather than scene composition. To finish the launch video, I create and texture a complete mailbox from scratch to demonstrate the full workflow in practice. Stove is available now with a special launch discount.
00:00 Stove Is Officially Released
00:58 Why We Created Another 3D Modeling Tool
02:02 Creating Game Assets With Stove
02:35 What Stove Is Not Designed For
03:06 The Interface and Asset Zoo
05:21 View Mode and Context Sensitive Shortcuts
07:28 Modeling Tools and Blender Inspired Controls
09:11 Automatic UVs and Texture Painting
10:04 Pixelated Textures and Ambient Occlusion
11:44 Exporting Assets Directly to Your Game Engine
12:32 Advanced Painting, Edges and Randomization
14:13 Launch Discount and Stove Community
15:03 Why Stove Cannot Compose Scenes
15:40 Creating a Mailbox From Scratch
22:17 Painting With Masks and Gradients
25:07 Finishing the Texture and Ambient Occlusion
28:10 The Final Asset and Stove in Practice
ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท
โบ Uniday Studio
By: Guilherme Teres Nunes
![The 2026 CAVE ENGINE ROADMAP! [Revealed]
โก๏ธ My Discord Channel: http://bit.ly/discord-uniday-us
โ
Get CAVE by becoming a Patreon: http://bit.ly/patreon-uniday
โก๏ธ Or Get it on Itch: https://unidaystudio.itch.io/cave-engine
Cave Engine is moving forward in 2026, and in this video I reveal the roadmap for the engine: visual scripting, Logic Bricks, shader graph, Linux Wayland support, AI enemy programming, navigation mesh and pathfinding, web export, better tutorials, more demo projects, improved asset importing, and a stronger overall user experience. Cave Engine is a lightweight 3D game engine written in C++ and scriptable in Python, focused on fast iteration, simple workflows, and indie game development.
I also talk about what is not planned for Cave, including C++, Lua, other scripting languages, and 2D support, plus future ideas like DirectX 12, Xbox export, rendering backend abstraction, replacing SDL, possibly replacing native Python with PocketPy, physics system changes, Android, iOS, Mac, Vulkan, PlayStation, Nintendo Switch, BGFX, and even 3D modeling tools inside the engine. This roadmap is not a list of promises, but a transparent look at the direction Cave Engine may take in 2026 and beyond.
โ
Chapters:
00:00 Intro and what Cave Engine is
01:27 How the roadmap is organized
02:29 Important roadmap disclaimer
03:39 Features not planned for Cave
04:09 No C, Lua, C++ or other scripting languages
05:29 Why 2D is not coming to Cave
06:52 2026 roadmap begins
06:56 Visual scripting for Cave Engine
08:05 No-code alternative to Python
10:06 Visual scripting implementation plans
12:38 Logic Bricks and Blueprint-like workflows
13:15 Shader Graph for materials and post-processing
15:21 Linux version and Wayland support
16:41 AI enemy programming improvements
17:56 Navigation mesh and pathfinding
21:59 Web export and WebGL status
24:42 User experience improvements
25:31 Demo projects and Patreon support
29:02 More tutorials and in-engine guidance
30:23 Better asset importing workflow
32:16 Future plans beyond 2026
32:29 Render hardware interface abstraction
34:16 DirectX 12 backend
35:03 Xbox export plans
37:38 System replacements
38:20 Replacing SDL with a custom backend
40:57 Replacing native Python with PocketPy
42:55 Possible Bullet Physics replacement
45:25 Long-term ideas
45:40 Android, iOS and Mac support
46:35 Vulkan backend idea
46:45 PlayStation and Nintendo Switch export
47:39 BGFX backend idea
48:43 3D modeling, rigging and texturing inside Cave
49:18 Outro
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โบ Uniday Studio
By: Guilherme Teres Nunes The 2026 CAVE ENGINE ROADMAP! [Revealed]](https://i.ytimg.com/vi/isB1ybhnTG4/mqdefault.jpg)









