Engine Guide

How SoulScorch is put together and what it already supports.

SoulScorch is built with Haxe, HaxeFlixel, OpenFL, and Lime. Its current architecture mixes gameplay systems, data-driven asset loading, multiple scripting backends, editor tooling, and online-facing services without losing the feel of a community engine.

Core stack

Haxe HaxeFlixel OpenFL Lime Away3D experiments

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

AreaSupport
DesktopWindows, Linux, macOS style workflows with C++ and HashLink paths
MobileAndroid and iOS oriented support with resource constraints in mind
WebHTML5 build path exists for lighter web deployment cases
Standalone modsPackager flow for exporting standalone mod distributions
Community presenceHomeSoulDB 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.