Create
Foundry defines the general-purpose 3D modeling role; Design defines the 2D sprite role.
Creative technology by Casilian Studios
A custom engine. General-purpose 3D modeling. Animation. 2D sprites. Supported asset conversion. The Maple family gives each part of the creative process a distinct purpose.
01 / The Maple family
The suite is in development. These roles describe its direction, rather than a claim that every application is released or downloadable.
02 / The foundation
Maple Engine is Casilian’s custom C++ and Willow runtime foundation. It develops alongside Grevara, giving the technology a concrete world in which rendering, simulation, audio, persistence, and connected systems can be exercised.
The existing engine and editor foundations include geometry, utilities, physics and destruction primitives, Willow integration, detached editor windows, and debugging. Integrating those pieces into a finished player experience remains a separate task.
Inside Maple EngineEngine is where a world runs. The creative applications have different responsibilities: they shape the assets and prepare the material that a runtime can use. That distinction makes the suite easier to understand and keeps a modeling tool from being confused with the game engine.
Grevara is the destination for the current technology work. The broader vision does not make every game system, creative workflow, or platform acceptance complete today.
Read the development snapshot03 / Creation & preparation
Foundry defines the general-purpose 3D modeling role; Design defines the 2D sprite role.
Soar is the dedicated animation application in the planned family.
Morph’s role is to turn supported external assets into Maple-native assets.
Engine supplies the runtime foundation for the experience built with those assets.
04 / The creative applications
General-purpose 3D
A distinct modeling application with a broader creative purpose than a game-specific ship editor. Early work and the full modeling vision are different scopes.
Read moreAnimation & sprites
Two separate creative roles: movement through animation, and 2D sprite creation. Their product purposes are defined without claiming an unverified feature set.
Read moreAsset conversion
A supported conversion path into Maple-native assets. Compatibility depends on the specific external assets and conversion support that are eventually published.
Read more05 / Supporting technology
MDV supports the voice side of Grevara’s character systems. It sits alongside the runtime and creative applications as a supporting component, rather than being another general-purpose modeling or animation application.
The current Captain work includes software-tested audio scheduling, cancellation, retries, and cleanup. Actual audible playback on the intended device remains a native acceptance task.
Voice is one part of a crew experience that also depends on memory, command, relationships, and reliable restoration. Grevara’s crew design uses non-LLM game and simulation systems.
Read about Grevara’s crew06 / Availability & scope
No public suite download or release date is announced on this site. The pages describe current foundations and intended application roles.
No. Engine is the custom runtime foundation; Foundry is the distinct general-purpose 3D modeling application. The native engine editor and Foundry have separate responsibilities.
A public supported-format list has not been announced here. Morph is described as converting supported external assets into Maple-native assets, rather than as a universal converter.
The site describes their planned product purposes: animation for Soar and 2D sprite creation for Design. It does not announce them as completed, downloadable applications.
Grevara is the game being developed alongside Maple. It gives the runtime work a demanding use case, while the creative family defines distinct roles for creating and preparing assets.
Start a conversation
Questions about the Maple family, collaboration, or the work behind it? Contact the studio directly.