Kaleidos v1.1.0 Opens Steam Workshop and Expands Engine Export Options
The v1.1.0 patch for Kaleidos introduces two substantial additions: a live Steam Workshop and a broadened set of export targets for game engines.
What changed
Steam Workshop
- Patterns are published directly from the export window; new submissions default to private until the creator changes visibility to public.
- Preview images are generated automatically to fit Steam's 1 MB limit; video previews can be added manually.
- Patterns are defined as parameter sets, not shaders or executable code — the developer explicitly notes this as a safeguard against the malware distribution recently associated with Workshop content on other titles.
- Subscribed patterns appear in the gallery immediately with a
\prefix; no restart required. Subscribing again creates a new copy rather than overwriting.
Engine exports
- REACTION (reaction-diffusion) patterns can now export to Godot, Unity, LOVE2D, and GameMaker — previously limited to image, video, Shadertoy, and web wallpaper.
- GameMaker receives a GLSL ES shader pair and a GML script packaged as a
.yympsfile, supporting draw calls into rooms, the GUI, surfaces, or sprites (using alpha as a mask), with hover and click events included. - Unity gains a skybox export covering Perlin, Cellular, and REACTION patterns in both Built-in and URP pipelines, with DOME / PANORAMA options mirroring the existing Godot sky export.
- IMAGE export now splits into three modes — STILL (the previous behaviour), SHEET, and SEQUENCE — though the source text is cut off before SHEET and SEQUENCE are fully described.
For players and creators alike, the Workshop opens a direct in-client channel for sharing patterns, while the engine export expansion makes Kaleidos a more practical source asset for active game development.
