Feature-Rich & User-Friendly ‘Saturn Workshop’ in The Works

Developer, Hinges (creator of the action-platformer, Scarf of Embers on Steam), appears to be well underway with the rapid-fire creation of a user-friendly 3D game development tool for Sega Saturn. The tool is built around Johannes Fetz’, Jo Engine, and leverages much of it’s existing features, while aiming to make the 3D Saturn software development process dramatically easier!

Perhaps the most notable aspect of this project is just how quick it’s been progressing, with Hinges sharing significant updates almost daily since the project started. What seemingly began as a “small side quest” on August 29th, has exploded into a visually and technically sophisticated Saturn-output pipeline with level editing, texture painting, animated textures, VDP2 work, visual effects, exporting and ongoing emulator development, all by early September 2026!

August 29, 2026: Project Announcement

Hinges motivation seems pretty straightforward… They love the Saturn and want to make a game engine. And since Jo Engine is already a stable and well established foundation, they kicked off this project with the simple goal of building a user-friendly front-end around it in order to make Saturn development even more accessible.

Project Announcement

Some early reactions from the community are interpreting this project as a Saturn equivalent to the Pyrite64 development tool for Nintendo 64, and Hinges has basically affirmed those interpretations, saying “that’s basically the goal“. (For those who may not be aware, Pyrite64 is an open-source visual editor plus runtime engine for creating 3D Nintendo 64 games, with features including a scene editor, asset management, model import, scripting and toolchain integration. It’s specifically designed to make what would otherwise be difficult N64 development considerably more approachable.)

Hinges’ Saturn Dev Tool is Being Compared to Pyrite64

August 30, 2026: Small Improvements to the Level Editor

On August 30, Hinges demonstrated a typical level-editing workflow showing that this is much more than a simple engine API or renderer. From the footage shared, it’s clear that Hinges has the end-user experience in mind, making level creation a pleasant experience, as the tool obfuscates or simplifies much of the arguably ‘uglier’ aspects of low-level development.

Small Improvements to the Level Editor

August 31, 2026: Integration of Animated Texture Maps

On August 31, Hinges added the substantial feature of animated texture maps, which allow for great water effects, etc. They also turned their focus to tidying up the editor in general, targeting a cleaner and less cumbersome end-user experience.

Integration of Animated Texture Maps

September 1, 2026: Addition of VDP2 Effects

On September 1st, VDP2 effects made an appearance, which is particularly significant, as VDP2 has always been one of the most defining characteristics of Saturn’s graphics architecture.

Addition of VDP2 Effects

Hinges also demonstrated a crucial milestone in showing tool-produced output running in the Yabause Sega Saturn emulator, with a real-hardware test coming sometime in the near future. While not a true test of the target hardware, it’s still significant that the pipeline is already generating something that can be executed in a Saturn environment. That said, it’s not too surprising, since it’s built on Jo Engine’s runtime, which is already well proven on both Saturn emulators and hardware…

Yabause Emulator Test

September 2, 2026: Saturn’s Quads Present a Challenge…

On September 2nd, Hinges grapples with the project’s greatest technical challenge: the creation of quad geometry. Saturn requires the use of quads, but this can often lead to an excess of models for a given environment, which is less economical than typical polygons and more taxing on the hardware. The solution appears to involve a brush-based or mesh-building workflow in which geometry can be combined automatically. The result is a tool that behaves like a contemporary 3D level editor, while automatically handling the technical constraints imposed by the targeted architecture. This could prove to be one of the project’s most significant features, as the user wouldn’t need to think about how Saturn’s geometry has to be structured while building a level.

Saturn Quad Geometry Creation

September 4, 2026: Hinges Demonstrates a ‘Fun and Easy’ Sega ‘Workshop’

By September 4th, Hinges showed massive progress and began describing the tool as a ‘fun and easy’ to use “Sega Workshop”. Once again, the end-user experience seems to be a prominent focus for this project, and that’s what has us excited. This could potentially ‘democratize’ Saturn game development for everyone out there in the Saturn fan community. Just the idea that Saturn game creation could be a fun and enjoyable experience, rather than a hair-pulling, keyboard-punching one, is enough to have us giddy with anticipation.

‘Fun and Easy’ Sega ‘Workshop’

September 5, 2026: Visual Effects, Texture Painting, Exporting & Emulation

On September 5th, we got the clearest snapshot of the tool’s feature set. Hinges has managed simple visual effects, using presets to make them easier to apply. They also cleaned up the texture-paint menu and began working on the exporter, requiring a substantial amount of emulation work. In 1 WEEK this project went from an ‘experimental front end for Jo Engine’ to a full-featured development tool that appears to incorporate at the very least:

  • 3D Model/World Editing
  • Level Editing
  • Texture Painting
  • Animated Textures
  • Visual-Effects Presets
  • Saturn-Specific VDP2 Effects
  • Exporting
  • Emulator Testing
  • Saturn-Targeted Runtime Output
Visual Effects, Texture Painting, Exporting & Emulation
Make Your Own Custom OBJ Brushes

September 6, 2026: Bug Fixes and Improved Load Times

By September 6th, Hinges seems to have cleaned several bugs and improved load times, while joking that this tool will drastically reduce development turn-around time, allowing folks to actually play a game made with this tool within the same year. A novel concept, indeed…

Bug Fixes and Improved Load Times

September 9, 2026: Editor Feels More Like a Complete Game “Engine”

After a few days break from updates, on September 9th, Hinges revealed the latest iteration of the development tool, claiming to have reworked it to feel more like a conventional game engine with easier navigation and workflow. With the addition custom OBJ brush support, users should be able to custom build geometry using these OBJ brushes. Hinges also introduced a new trim-map generator with the editor automatically updating trim data when textures are changed, further streamlining the development process.

Editor Feels More Like a Complete Game “Engine”
Just running around that map…

Hinges says they still want to improve the world mesh editor, and has asked the community what else they would like to see added. While it’s not yet being presented as a finished engine, the continued evolution of this ‘Saturn Workshop’, as well as its creator’s active soliciting for feature suggestions gives us lots of hope for what this tool will eventually become.

All of Hinges posts show an original character, Hirameki Eru (belonging to artist Sayuri Artsy), running and jumping around. While this acts as a sort of sandbox for experimenting with actual game assets and scenes, there has been nothing to suggest that this will be turned into a full fledged game. It’s more of a technical prototype and proving ground for the development tool itself. However, it does show folks the kind of thing they might be able to create with this tool, and that’s quite encouraging.

Based on Hinges’ responses to user comments, they are currently in the process of:

  • Improve Draw Distance
  • Implementing a Better System for Culling
  • Improving the User Interface
  • Implementing a Sonic R-type Transparent Fade
  • Improve End-User Experience Further
  • Making the Mesh Tool a Blender or Unreal Plugin

This project has already attracted the attention of several members of the Saturn development community, like Yael Trejo, Nai san, corvusd, Frogbull, Cerbero, etc. And of course, SHIRO! will continue to follow this project in earnest and report on any major updates. Definitely stay tuned for more information as it comes down the pipe!


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About the author

SaturnDave

A massive Saturn fan since Christmas '96, Dave is enthusiastic about growing the community and spreading Saturn love and knowledge to fans old and new. Co-founding the SEGA SATURN, SHIRO! podcast back in 2017 and creating the SHIRO! SHOW in 2020, he seeks to create interesting and engaging Saturn-related content for the community. Dave's interests circle around game preservation, and he is a huge fan of game magazines and developer interviews.

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