Where Squesmos is headed
The Squesmos development team takes all community feedback into account in our updates. Here's what's here now, what's being worked on next, our future plans for the site, and some loose ideas we're playing with.
Squizardry Part One: The Buried City Coming December 5
What it is: Squizardry is an adventure puzzle game. Follow the Squizard on his mysterious quest through the buried city.
When: a demo on November 14, 2026, and the full release on December 5, 2026. More about Squizardry →
Spatial Squinetics In development
What it is: a 3D physics simulator: everything Planar Squinetics can do, in three dimensions, with bodies that can be shapes you design in SAD, so machines that only work in 3D can be built and run.
How it will work: it comes out first in a beta (test) mode, then grows in steps:
Being worked on In development
New for Planar Squinetics
Joint limits and torsion springs
What it is: hinges that stop at a set angle, and springs that resist turning.
How it will work: a joint gets a smallest and largest angle, and a torsion spring pushes back with a torque k·Δθ, worked out exactly along with every other force.
Gears and belts between shapes
What it is: shapes that turn each other through teeth or a belt.
How it will work: two shapes are linked so their turning speeds keep the ratio of their teeth (or their sizes, for a belt), and the force through the teeth is worked out exactly.
Rolling and gripping
What it is: shapes that roll without slipping, and stacks that sit still.
How it will work: static friction on shape contacts is solved exactly, the way it already is for blocks.
Energy and power graphs
What it is: how much energy each part has, and how fast it's gaining or losing it.
How it will work: pick a part and graph its kinetic, potential and spring energy, and the power going in and out.
New for SAD
Sketch and revolve
What it is: draw an outline and spin it into a solid: sockets, bushings, knobs.
How it will work: draw a profile on a flat plane, pick an axis, and it's turned into a solid you can move, blend and cut like any other shape.
Rounding chosen edges
What it is: fillets and chamfers on just the edges you pick.
How it will work: pick edges in edit mode and set a radius; they round (or bevel) and the faces beside them follow.
Hollowing with open faces
What it is: a shell that's open wherever you say.
How it will work: pick a solid and a wall thickness, then click the faces to leave open.
Sweep and loft
What it is: a shape pushed along a path, or blended between two outlines.
How it will work: draw a path (or two outlines) and the solid is built along it.
Threads
What it is: screw threads for printable bolts and nuts.
How it will work: a thread setting on cylinders and holes: the pitch and depth, inside or outside.
Future plans Future
Shapes from equations
What it is: type an equation and get a solid you can print.
How it will work: customized and complex shapes are built from distance equations; this opens that up, so any surface you can write becomes a shape.
Assemblies with real joints
What it is: SAD designs with hinges, sliders and motors between parts.
How it will work: joints are added between parts in SAD, and the same assembly runs in Spatial Squinetics.
Squig gears
What it is: gears and parts with squircle-shaped teeth and outlines.
How it will work: a squig p setting on gears, like the squircle's.
Air resistance and fluids
What it is: drag on moving things, and objects floating and sinking.
How it will work: drag forces that grow with speed, and buoyancy from the water a shape pushes aside.
Bending beams
What it is: rods and plates that flex instead of staying rigid.
How it will work: a beam is split into short pieces joined by stiff springs that resist bending.
Concepts Ideas
Loose ideas, not promises. They share one thread, orthogonal independence: make every control do exactly one thing, and make it work with every other control. Then the number of things you can build is every control multiplied by every other, and people end up making tools nobody planned. These are sketches of where that could lead.
Ideas for Planar Squinetics
Numbers that change with time
What it is: any number that can change while it runs (a spring's stiffness, a force, a motor's speed) can be a formula in time instead of a fixed value.
How it might work: type something like 3t or 2 sin(180t) into the number's box and it's worked out again at every step. A spring that pulses, a motor that speeds up, or a wheel whose size breathes gives you cams, linear actuators and drives without a special part for each.
Numbers that read other things
What it is: one number that can look at how anything else is doing.
How it might work: sensors you can use in any number, such as the speed of block A, the height of a shape or the force in a spring. Then one thing can steer another: a governor that slows a motor as a block speeds up, a force that grows with speed, a balancing pendulum.
Rules between two things
What it is: a law that holds between particular things, separate from what they are.
How it might work: pick two things (or one and everything) and give them a rule: pass through each other, pull together or push apart like magnets, only let things through one way (a platform you can jump up through, a ratchet), or stick together on contact.
Anything can be driven
What it is: a motor as a setting, not a kind of joint.
How it might work: any joint, slider, pulley or spring can be switched to turn or move at a set speed, so a slider can be a linear motor and a hinge in a chain can be driven while still being a hinge.
Ideas for SAD
Patterns for any shape
What it is: turn one shape into a line or ring of them.
How it might work: pick how many copies, and a spacing along a line or an angle round an axis. It works on anything, including blends and carved shapes, so a part you shaped once becomes a bolt circle, a row of teeth or the spokes of a wheel.
Shapes that move as they run
What it is: bend, twist and taper that animate.
How it might work: give a shape's bend, twist or taper a swing, and it moves when you press Run: a waving tentacle, a wringing bar, a vase that breathes. Later, any of them could follow a motor or a spring.
Parts that remember their behavior
What it is: a part that keeps its motor and joints when you save it.
How it might work: My shapes would save a shape together with how it moves, so a motorized wheel or a whole gearbox becomes a single piece you can drop into any design, then repeat in a ring.
Ideas for SHADe
Shapes as brushes
What it is: press a shape you made into another one.
How it might work: pick something from My shapes as a tip, and stamp it into or out of a carving: a star pressed into a lid, a gear's teeth raised round a knob, a logo sunk into a surface.
Brushes built from parts
What it is: a brush as a recipe rather than a fixed tool.
How it might work: choose a tip shape, an action (cut, raise, smooth, emboss), a path rule (freehand, dotted, along an edge, round a circle) and a symmetry, and every combination is a brush, like knurling or wood grain, without anyone building each one.
Across the site
One set of numbers for every tool
What it is: a variable that means the same thing in SAD, Planar Squinetics and SHADe.
How it might work: name a number once, like a gear's tooth count or a wheel's size, and use it in all three: a size in SAD, a motor speed in the simulator, a pattern count in SHADe. Change it once and the model, the test and the carving all follow.
Design, test, print
What it is: a loop between making a thing and trying it.
How it might work: build a part in SAD, run it in Squinetics, sweep a number to find what works, send that number back to the design, and export the STL.
Want something on this list? Tell us with the Feedback button on any page. For more serious issues, complaints or technical difficulties, email support@squesmos.com.