Good lord, where do I even start... Sonic Worlds Next is the official successor to Sonic Worlds Delta. It was developed for Godot, a FOSS game engine that runs on multiple platforms and has been notably used to create games like Cruelty Squad and Sonic Colors Ultimate. This aims to be a game development kit that allows people to create 2D Sonic fangames as accurately to the Genesis/Mega Drive originals as possible. It is being released under the MIT License. The current release is V1.0.1 and is considered to be in a preview state. Feature parity with Sonic Worlds Delta has not yet been achieved. However, you can monitor our progress and get unstable development source from our GitHub repository. In the meantime, you can download the preview build and source code from our SAGE booth at SFGHQ. Despite not being at feature parity, we've managed to get some key features implemented that were high priority for Delta. Most notably... Player 2 Tails! Complete with AI based on the Sonic 2/3K disassemblies. A second player can even take control, and the AI will kick in if your partner stops playing. We also have a good amount of basic gimmicks implemented, including a new warp tube gimmick for your Chemical Plant needs. All of this was possible thanks to our new programming lead, Sharb! She is the driving force behind Worlds Next and deserves so much credit for her hard work making this a reality. So why did this take so long??? Right... back on Christmas day of 2015, I released Sonic Worlds Delta 1.5, proclaiming it to be the last major release of Delta, with the successor being called Sonic Worlds Fusion. This is because while reworking the engine to be more accurate, we kept hitting snags that were the result of technical debt with the deep internals... stuff that was inherent with Damizean's original programming, back in the days when accuracy wasn't the gold standard. We got it to be as good as it could get, but to get any closer we would need to start over with a full rewrite. This was also compounded with the more advanced mechanisms created by LarkSS being too difficult for users to understand (leading to forks like Simple Sonic Worlds), and that Fusion 2/2.5's structure led to fangames being needlessly bloated and hard to manage (because you're replicating the entire engine in each stage), so better tooling was also needed. My original goal was to do the rewrite in Clickteam Fusion 3, which would have solved all the problems in one fell swoop; most notably the inheritance system would have removed all the bloat, made games easier to manage, and allow for creating things like proper 2P co-op more cleanly. I had everything planned out, all I needed was Fusion 3. It is now 2022. Fusion 3 is still vaporware. Clickteam realised that they were going to Osbourne themselves and shut down the Fusion 3 dev blog. In an effort to build up needed funds, they started offering their own console porting services as well as Clickteam Fusion 2.5+, a DLC add-on for Fusion 2.5 that implements some of Fusion 3's functionality. Last year in April, I went "screw it, no more waiting" and started working on Sonic Worlds Fusion in 2.5+. But before I could really get anything going, I took a cursory glance at SFGHQ's forums, and noticed a major issue. It seems that people don't like the concept of purchasing software, and were complaining about any engines made requiring 2.5+. This gave me flashbacks to Delta's development, where people were complaining about the engine requiring the latest version of MMF2, because they were stuck on an older version... that was pirated. And they lashed out at me over it. It was only when they did the EOL sale of MMF2 before releasing Fusion 2.5 that I was able to flood these people with legitimate copies of Fusion that the complaints stopped. But now with new features once again requiring a purchase, we're back to square one. I didn't want to go through that again. I deleted the MFA for Sonic Worlds Fusion and started exploring available game engines, with a focus on freeware and/or FOSS offerings. And I was pleased to find that there were a lot of options now! Of all the ones I tried out, the two best options were GDevelop and Godot. Arrietty, the creator of Prototype N and one of the Worlds Delta team members, mentioned that her friend Sharb was working on an experimental Sonic engine for Godot. So I reached out to Sharb, and her experimental engine became the basis for Sonic Worlds Next. With the help of other team members - Ikey, Amy Wright, Vadapega, and RandomName - and the improved Sonic Physics Guide by Lapper, we've got something worthy of the title of successor to Worlds Delta. Please give feedback!