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.
“Just a small side quest I am working on, but also a small dream...
I love the Sega Saturn and also wanted to make a game engine, and the Jo Engine was really want I always wanted, so I am making a front end engine that emulates the Saturn…
Idk pretty chuffed with the visuals… -Hinges
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.)
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.
“Improved the level editor for my little retro Sega Saturn tool… So fun to just make levels with it.” -Hinges
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.
“I added animated texture maps to my little Sega Saturn engine, I really like them…
I wanna clean up some of the editor tools and make life easier for setting things up
(right now just had a bug with my mesh builder)” -Hinges
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.
“One more update before I fall asleep…
Busy setting up vdp2 effects in this little tool and I improved a hand full of editor usages, I am very chuffed with the overall look and feel… I like my little tool” -Hinges
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…
“Here are some of the tests of the Saturn tool…
(of what it makes running on a Sega Saturn Emulator), will test real hardware some other time…
(I mean the Jo engine already does lol) this is still a WIP the only game code is me moving a round…” -Hinges
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.
“One big issue I had was making saturn geo[metry]…
(needs to be quads yes but also trying to just not have like 50 models ect) so I made a custom mesh brush tool so i can reuse brush but they all auto merge making it really easy to make maps that all fit! (also again all quads, happy Saturn) and you still can edit the world afterwards… whcih i think is handy. Also look how nice this model looks on the emulator!!!!” -Hinges
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.
“I finally got a massive dent of work done…
Still has some rough edges but look at that it’s really shaping up! the sega workshop makes it so fun and easy to make things! @SayuriArtsy this is your Eru as a sega saturn character :p” -Hinges
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
“Just a little more of my Saturn too thing idk what to call it at this point…
(it uses the Jo engine, but is a user-friendly kinda editor) I am not sure what to add, I do wanna improve the the world mesh editor a bit more. What is something you think would be cool to add? ( @SayuriArtsy OC Eru looking pretty good as a retro sprite)”
-Hinges
“Well my custom tool isn’t just hope and win…
You can make your own brushes and reuse them… btws unreal and blender devs… would this tool be a fun and useable tool??? I COULD MAKE A FREE PLUGIN IF THERE IS ENOUGH INTREST? ….idk just want devs to night feel that brick phase…“
-Hinges
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…
“I improved some of the tools I made less buggy and load times…
Now when you play a game with this tool you will be able to do it this year! How novel? I know. Anyway the reusable brush now don’t break uvs (but if you had broken uvs they stay) and… yeah also did some rendering optimization… woot the Sega Saturn is getting some love!“
-Hinges
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.
“Updated the tool to feel more like an engine easier to move around.
It now supports custom OBJ brushes (textures still need setup). Did some cleanup and added a trim-map generator that auto-updates trims when you swap textures. That’s it hope you’re all good!”
-Hinges
“Just running around that map…
I may have copied Spyro’s homework… meh… was fun just to make.”
-Hinges
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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