The Maple creative applications

Different crafts.
Distinct tools.

Foundry, Soar, Design, and Morph define four creative and preparation roles around Maple Engine. Each has a purpose; their feature sets and availability are not assumed to be complete.

Creation & preparation

The distinction
is the point.

Creation is the responsibility of the modeling, animation, and sprite applications. Foundry occupies general-purpose 3D modeling, Soar occupies animation, and Design occupies 2D sprite creation.

Conversion is Morph’s intended responsibility. It provides a supported route from external assets into Maple-native assets, with compatibility defined by what the application can actually convert.

Runtime is Engine’s responsibility. Running a world, simulating its systems, and presenting the player experience are different from making or preparing the asset itself.

These categories explain the family. They do not require every asset to pass through every application, and they do not establish a finished cross-application workflow today.

Development scope

Purpose comes before
a public feature matrix.

Foundry’s wider general-purpose modeling ambition and its early static-asset preparation scope are different stages. Soar, Design, and Morph are described by their intended application roles without unverified detailed feature promises.

No public suite download, price list, launch schedule, or exact supported-format list is announced here. Questions about the family can be directed to Casilian Studios at contact@casilian.com .