April 9, 2025
Chronicles of Soleria: Twin Horizons
There are moments in a project where you have two options: patch things up and limp forward… or stop, admit it, and rebuild properly.
Today marks one of those moments for us.
The engine that carried the dreams of Chronicles of Soleria — our custom SoleriaRed engine — has reached its limit. Over time, layers of features and systems stacked awkwardly on top of each other. What once felt dynamic and fast became brittle and heavy. Instead of accelerating development, the engine started dragging it down.
After careful reflection, we realized patching things would only postpone the inevitable. It wasn’t a decision made lightly, but it’s the right one:
SoleriaRed is being rebuilt from scratch.
Why Start Over?
The simple answer is: because we have to if we want Chronicles of Soleria to be what it deserves to be.
Technically speaking, the old engine had too many compromises:
- Half-finished experimental systems.
- Core modules that didn’t talk well to each other.
- Build systems cobbled together instead of planned.
Creative work thrives on strong foundations. Right now, we have a vision that’s stronger than our tools, and that’s unacceptable.
We’re rewriting SoleriaRed using a clear set of strict architectural rules:
- C17 standard — clean, portable, modern C, no C++ bloat.
- Pure control — no black boxes, no giant third-party dependencies.
- Immediate-mode rendering — fast and flexible.
- True hot-reloading — real dynamic code updates via DLLs.
- Custom memory management and error tracking — everything tailored for performance and stability.
In short: SoleriaRed will be lightweight, powerful, and built to last.
Where We Stand Right Now
The first pieces are already falling into place.
We’ve established a clean new project structure, with dedicated folders for assets, scripts, source code, documentation, and a Web media space outside Git tracking. Our architecture guide is written and available internally (docs/guide.md
), setting strict naming, coding, and layout conventions from day one.
Our build system is fully script-driven: one command to compile the DLL, the executable, or both, depending on the need. No Visual Studio projects, no hidden configurations — just pure, transparent control.
The first successful DLL and EXE have been compiled.
It’s a small step… but it’s also the beginning of something much bigger.
What’s Next
The next 40 days are critical.
We are aiming to have a minimal, playable version of the engine ready in time for the Kickstarter campaign launch. Every day counts. Every system we bring online — memory, platform, rendering, audio — will be a piece of the future we’re building.
We’ll be documenting the process openly, through devblogs like this one and posts on our social channels. Failures, breakthroughs, insights — everything will be shared.
We believe that how a project is built is just as important as what is built.
Transparency isn’t just a nice idea; it’s a core value for us.
Final Thoughts
This is a massive challenge.
But it’s also a beautiful chance to do it right — to make SoleriaRed into the engine it was always meant to be, and to bring Chronicles of Soleria: Twin Horizons to life with the strength it deserves.
We’re not just rewriting code.
We’re rewriting the story of SoleriaRed itself.
Built in the open. Built to last.
Stay tuned. The journey is just beginning.
Benoit Desrosiers
SoleriaRebirth
Chronicles of Soleria: Twin Horizons
© 2025 Solcogito S.E.N.C.
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