Changelog

What's new in Ostrid.

Features, fixes, and changes as we build Ostrid in public. Prototype today, shaped by early testers — join early access to try things as they land.

A column that's just a column

New

  • Set a file's starting sizes for walls, doors, windows, slabs, ceilings, and stairs in Settings → Defaults.
  • Pick a regional preset — US, UK, India, Japan, or international — to size new structure the way your region builds.
  • New "Plain Block" column — a simple square cuboid with no base or capital, so it sits exactly where you place it in both 2D and 3D. It's now the default column.

Fixed

  • Every measurement in the editor now respects the unit you picked — panel sliders, site info, layer names, the import dialog, and the quantities takeoff no longer fall back to metres.
  • Selecting and moving objects no longer flips you into the wall tool a second later — the Build panel never arms a tool on its own.
  • Floor-plan walls are drawn at their real thickness, so anything you line up against a wall face in 2D lands exactly there in 3D.
  • Your active tool no longer jumps back to the Wall tool when the scene autosaves or a collaborator's change comes in.

Clearer Ostrid search results

Walk mode now collides with what you actually see - nothing more, nothing less.

Improved

  • Walk mode starts faster now that its collision world is built only from real obstacles.

Fixed

  • Walkthroughs no longer hit invisible obstacles or drop the character into a blank view near trees and plants.
  • Ostrid's website now gives search engines clearer brand, product, and favicon signals for Ostrid Design results.

Stable walkthroughs, smoother skies

Walk around with confidence while faster skies and a clearer grid keep the editor responsive.

New

  • Add your location and social links to your public community profile.
  • Choose an uploaded image or capture your scene for community thumbnails.
  • Create richer terrain environments with procedural landforms, water, vegetation, fog, and dynamic skies.

Improved

  • Switch smoothly between the large 2D and 3D views without reloading the scene.
  • Third-person characters load without reloading the scene, and walkthrough controls can be hidden between sessions.
  • Day Cycle scenes run smoothly, transient rendering failures recover automatically, and the editing grid stays readable across uneven terrain.

Fixed

  • Prevent terrain lighting flicker and stretched frames while resizing or swapping views.
  • Walkthroughs no longer drop the character into a blank scene when entering or switching views.

Quantities you can price and export

Wall cleanup, room detection, and plan measurements now work together with greater accuracy.

New

  • Add setbacks, safe-build guides, paths, driveways, water areas, neighboring massing, and sunlight analysis directly to sites in 2D and 3D.
  • Browse and restore earlier versions of a scene.
  • Trim, extend, and merge walls directly in both 2D and 3D.
  • Show live room areas plus automatic chain and overall dimensions while editing.
  • See live room, wall, floor, ceiling, opening, fixture, furniture, and component quantities with editable rates and CSV export.

Improved

  • Simultaneous collaboration edits reconcile more reliably instead of overwriting newer work.
  • Walkthrough movement, collisions, wall editing, and large floor plans behave more steadily.
  • Rooms now close more reliably around near-miss corners, crossings, and T-junctions.
  • The public roadmap now reflects shipped editing precision and materials and quantities work.

Fixed

  • Hosted scene lists and version history now load correctly after deployment.

Your scenes go public: community publishing and discussions

The day after the Alpha: publish what you build, talk about it, and enjoy a rounder editor.

New

  • Publish a scene to the Ostrid community, browse what others have shared, and join discussions on community scenes.
  • Expanded community profiles: a public page for your published work.

Improved

  • The Ostrid Converter picked up an in-app guide, discovery metadata, and full Ostrid branding.
  • Inbox and sharing got more reliable: requesters are notified when access is granted, and duplicate requests are cleaned up.
  • Navigating a scene in the preview viewer is smoother, and the editor toolbar got a visual polish.
  • Walkthrough characters now face the direction they're moving.
  • Legacy community comments stay readable, and the public roadmap reflects the latest Alpha features.

Fixed

  • Occasional geometry validation errors that could blank out parts of a scene on some graphics hardware.
  • Third-person characters rendering incorrectly in walkthroughs.

Ostrid Alpha: imports, terrain, daylight, and editable walkthroughs

Ostrid is now open as an Alpha. This release adds the first foundations for bringing existing drawings into Ostrid, shaping a site, assembling reusable buildings, and editing a project while walking through it in 3D. These workflows are early and will keep changing as we learn from real projects.

New — alpha foundations

  • Basic architectural import support for PDF and DXF drawings, with an import review flow before content is placed.
  • Reusable Graph Components: import, save, browse, and place editable building assemblies.
  • Terrain sculpting in both 2D and 3D, including raise, dig, smooth, flatten, per-stroke undo, and migrated terrain data.
  • A dynamic sky and time-of-day control with changing sun, moon, daylight, and environment reflections.
  • Editable Walk mode with first- and third-person views, collision-aware movement, and access to normal editing tools.
  • Floor-plan fill, stroke, and stroke-thickness controls for walls, slabs, ceilings, doors, windows, and zones.

Improved

  • Environment, Scene, Build, and Settings workflows are clearer and more consistent.
  • Space detection, wall drafting, plant rendering, scene duplication, exports, and shared-scene loading are more robust.
  • Walk mode now reuses the active 3D scene instead of reloading it, and dynamic-sky reflections no longer trigger a recurring deprecated-renderer warning.

Alpha note

Ostrid Alpha is ready to explore, not finished software. Save often, expect rough edges, and use the in-editor feedback tools to tell us what should become reliable next.

Later that day: edit together, live

Hours after the Alpha went out, Ostrid became multiplayer: people in the same project now see each other's changes as they happen.

New

  • Live multi-user collaboration for editing and viewing — changes sync instantly, and presence avatars show who's in the scene with you.
  • Editable account profiles, with avatars.
  • Walkthrough characters: pick an animated character and explore your project in first- or third-person.
  • Shared-access requests and an inbox: people can ask for access to a scene, and owners approve or decline from a notifications inbox.

Improved

  • New scene links use long unique IDs, so they're not guessable.

Fixed

  • Ghost presence avatars and spurious save conflicts in shared scenes.
  • Google sign-in failing inside mobile in-app browsers.
  • Comments not persisting and scene autosave misfiring in some cases.
  • Billing support form submissions failing.

Meet the Ostrid Converter: bring your DWG, DXF, IFC, and PDF drawings

Alongside the Alpha, we launched the Ostrid Converter — an open-source, review-first tool that turns existing architectural files into editable Ostrid building components. Nothing lands in your scene until you've inspected and confirmed it.

New

  • Convert DWG, DXF, IFC, PDF, and common plan images (PNG, JPEG, WebP, and more) into reusable Ostrid components at import.ostrid.design.
  • A review workspace with 2D and 3D inspection: check floors, calibrate scale from a known distance, fix orientation, and correct individual objects before exporting.
  • Export a self-contained component file you can import into any Ostrid scene.
  • The converter is open source — the code is public on GitHub, with a built-in guide right in the app.

Dressed up for the public Alpha

Final touches before opening the doors: the website speaks Alpha, and there's a real way to reach us.

New

  • A support form on the website, with a thank-you confirmation when your message goes through.

Improved

  • Website copy refreshed across the board for the public Alpha.

Fixed

  • Support form submissions now deliver reliably.

Terrain sculpting, environments, and an AI copilot (Alpha)

The ground beneath your plans became editable — and an experimental copilot learned to draft furnished floor plans from a prompt.

New

  • A full environment and terrain workflow: sculpt the ground, paint terrain materials, shape edges, and switch render modes — in 2D and 3D.
  • An experimental AI Copilot (Alpha): bring your own OpenAI or Anthropic key and generate furnished floor plans from a prompt — like a furnished 3-bedroom home in one action — with every proposed change reviewable and undoable.

Improved

  • Terrain and its frame now merge into a single mesh for cleaner rendering.

Fixed

  • Switch controls sizing, and stretched terrain paint.

The editor opens to everyone

The gate came down: anyone can sign in and start building, greeted by a proper first-run experience.

New

  • The editor is open to everyone — sign in, pick a display name in the new first-signup onboarding, and start building.
  • An empty scene now offers a Create Site button instead of a blank stare.

Improved

  • A fresh, consistent icon set across all editor tools and panels.
  • Build tab, export panel, and scene tab polished based on tester feedback.
  • The 3D cursor sphere now also shows in plain click-select mode.

Fixed

  • Cursor cross-talk between views, and a missing reference-floor boundary fallback.

A tidier editor shell and one navbar to rule them all

The editor's layout was restructured around how people actually work — and the website, docs, and updates pages now share a single navigation.

New

  • A dedicated painting tab and a proper export modal.
  • Utility actions gathered into a hamburger menu.

Improved

  • Zones folded into the Structure layer for a simpler sidebar.
  • One unified navbar across the website, docs, and updates sites.

Fixed

  • Your default editor mode is remembered again.
  • Hovering in 2D no longer highlights the wrong thing in 3D (and vice versa).

Smoother 2D/3D swapping, sturdier feedback capture

A fixing day: switching between 2D and 3D stopped being an event, and in-editor feedback recording got dependable.

Improved

  • The XY coordinate readout now stays live even outside the build tools.

Fixed

  • Swapping between 2D and 3D no longer reloads the whole scene.
  • A crash when annotating during feedback, and a broken swap interaction.
  • Screen recordings now survive closing the feedback dialog, and view capture grabs the right canvas.
  • An input regression in the large 2D view.

Scene sharing, procedural plants, and in-editor feedback

Share a project with a link or by email, plant procedural trees/flowers/grass instead of picking fixed models, and send feedback — with screenshots or a screen recording — without leaving the editor.

New

  • Share a project via link (view or edit access), or invite specific people by email with their own role.
  • A "Shared with me" dashboard tab lists projects others have shared with you, and who owns them.
  • Plant procedural Trees, Flowers, and Grass from the Build tab — pick a species and size/height/color instead of placing a fixed model.
  • An in-editor Feedback tab: send screenshots, screen recordings, and markup straight to us, with the current scene attached automatically.
  • Billing and Pricing pages.

Improved

  • Rooms now auto-close even when a wall meets the middle of another wall, alignment guides show in every snapping mode, and item placement now defaults to grid snapping.
  • Floorplan PDF exports are now oriented north-up, matching the on-screen view.
  • The share dialog now shows the link even when set to private (copy is just disabled), and the role picker is easier to use.
  • Dashboard templates, search, and file controls refined; each dashboard tab now has its own URL instead of one shared route.

Fixed

  • Saving a project after placing a Tree, Flower, or Grass could fail — now saves correctly.
  • Occasional failures opening a scene shared with you.
  • Feedback tab category picker alignment; Notion submission errors now surface clearly instead of failing silently; a date-hydration bug.
  • Assorted tab-switching, consent-gating, and form-validation issues in the sign-in and feedback flows.

Dashboard folders, dimension lines, and a docked inspector

Folders and admin/account pages for the dashboard, box-wall drawing and architectural dimension lines for the editor, and the node inspector moved into the sidebar.

New

  • Wall height/thickness options directly in the Build tab.
  • Account and Admin dashboard pages.
  • Nested, archivable dashboard folders, plus soft (recoverable) file deletes.
  • ⌘+drag box-wall drawing — draw a whole room's walls in one motion — in both 2D and 3D.
  • Architectural dimension lines while drafting walls, with an interior-clear box-wall drag mode.

Improved

  • The node inspector now docks as a sidebar tab instead of floating, and opens automatically when you select something.
  • Wall dimension styling unified, now showing both outer and inner face lengths.
  • Box-corner snap radius tightened, interior mode moved to Shift, and drag dimensions now use the item's real footprint.
  • Clearer confirmation before deleting your account.
  • Dashboard account layout, file selection, and archive/folder selection refined.

Fixed

  • ⌘⇧Z redo broken after box-wall drawing; box-wall snapping and its ghost preview.
  • Plan dimensions that ignored your unit preference; a few keyboard shortcuts that conflicted with each other.

Cloud projects with Google sign-in

Projects now live in your account instead of your browser. Sign in with Google and your files sync through the cloud, so a new laptop or a cleared cache won't cost you a layout.

Changes

  • Google sign-in, scoped to your account only.
  • Every save, rename, and duplicate now syncs to the cloud automatically.
  • Early access stays invite-gated while we onboard testers gradually.

Dashboard: rename, duplicate, archive

The project dashboard grew a proper set of file actions, so managing a growing list of layouts doesn't mean digging through menus.

Changes

  • Rename projects inline from the dashboard or the editor title bar.
  • Duplicate a layout to branch an idea without losing the original.
  • Archive instead of deleting — restore anytime, or delete for good when you're sure.

A new, more capable editor

Rebuilt the core editing experience: sturdier wall and room tools, a live 3D preview, and the beginnings of walkthrough mode, all in one pass — plus a full retheme to the Ostrid design system across every surface.

Changes

  • More reliable wall, room, door, and window tools in the 2D editor.
  • Live 3D preview that mirrors the plan as you draw.
  • One dark, purple-accented design language across the editor, dashboard, and site.

Studio drafting: ghost previews and live dimensions

The standalone plan editor took shape, with drafting that shows you what you're about to draw.

New

  • A standalone 3D-first plan editor with orthographic top-down editing.
  • Ghost wall previews with dimension labels and click-and-drag drawing.

Improved

  • Wall dimensions stay visible while you work, endpoints and T-junctions snap cleanly, and the plan view is less cluttered.

Walls that think in rooms, windows that open

A day deep in the drawing tools: walls learned to behave like rooms, and openings became truly parametric.

New

  • Parametric wall openings: casement, sliding, and fixed window types, with editable offset along the wall and frame width.
  • Drag a wall surface to move it (neighbours follow), drag an edge to set thickness, and drag a corner to move all joined walls with live dimensions.
  • A room auto-finishes when a wall run starts and ends on existing walls.
  • A two-story starter home template with furniture blocks.
  • A millimeter-precise model foundation with orthographic cameras.

Improved

  • A room now renders as one seamless wall, showing divisions only on hover or select.
  • Room zones re-fit themselves when their walls move.
  • Opening depth follows the live wall thickness, and windows open as casements.

Public roadmap published

Posted a public view of what we're building and in what order — from stabilizing the foundation to imports, realistic 3D, and materials.

Changes

Land plots, first walkthroughs, and one design language

One day after early access opened, the prototype grew its first spatial foundations — and every Ostrid surface got the same look.

New

  • Land plots with per-floor footprints, rendered in the 3D preview, with structural edits constrained to your land area.
  • Import and export foundations: save and load .ostrid files, bring in a reference image, and export your plan as a PNG.
  • Walkthroughs with real collisions, in first- or third-person.
  • Real HDR skies in realistic 3D mode.

Improved

  • The Ostrid design system rolled out across the website, app, and previews — including the Oceanwide wordmark and refreshed typography.
  • Preview walk camera behavior and preview actions moved into the right panel.

Ostrid early access opens

The Ostrid site went live and the early access waitlist opened. This is the starting point for everything that follows.

Changes

  • Public waitlist and early-access signup live at ostrid.design.