Team Nutshell

NutshellEngine’s 4th anniversary!

One month ago and a few days was NutshellEngine’s 4th anniversary. This article is (very) late as I was busy wrapping up Manorbound’s development.

What happened this year

This year, NutshellEngine got 10 releases (0.2.1 - 0.3.3).

Some of the big things that were added or modified:

Long lasting bugs were fixed

Colors were wrong this whole time because the diffuse textures of the materials were not loaded in the sRGB colorspace. It’s now fixed.

Colors before Colors after

Top: before - Bottom: after, screenshot from a previous version of B-Line

Particles colors were also wrong, they are now right.

Released games

During this year, three games have been made with NutshellEngine, with 2 of them being released on Steam!

All these games have been made by me, the one made during Global Game Jam was also made with a friend.

B-Line has been released on Steam in October 2025. It’s a walking simulator knowledge-based game where you explore subway stations to find how to escape. It is the first game made with NutshellEngine to be published on Steam.

B-Line

Chromatichaos Inc. has been made with a friend during a weekend for Global Game Jam 2026 with the theme Mask and is a Wario-Ware like where you use masks of color at the right time to win some mini-games.

Chromatichaos Inc.

The last one has technically been released after the 4th anniversary but is the reason why this article is very late so here it is.

Manorbound has been released on Steam in October 2026. It’s an adventure exploration puzzle game set in a manor trapped in a time loop. Explore a manor and discover its secrets while it is collapsing under the sand.

Manorbound

Conclusion

Releasing games on Steam was a really nice experience, and even though I can’t be completely focused on improving the engine anymore during these games’ production times, working on them forced me to also improve many of the engine’s systems, and I think that many of these changes, and editor’s UI/UX improvements, wouldn’t have happened if I didn’t work on big game projects with the engine.

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