AssetHoard (a local first game asset manager) v0.3.1 released!
Every new file type used to mean a new release. Someone asks for HEIC photos or a new engine integration, it goes on the list, and it ships whenever the next build does. AssetHoard is a local-first desktop asset manager for indie game devs, built in Rust and Tauri. Version 0.3.1 adds plugins, so file types and tool integrations can arrive without waiting for an app update. Plugins, and the rules they run under A plugin that reads your asset library is code running next to your files, so the defaults are cautious: Sandboxed. Plugins run in a restricted sandbox rather than with the full access of the app. Permissions are explicit. You approve what each plugin can access before it runs. Failures are contained. A plugin that keeps failing is paused automatically instead of taking the app down with it. There are two plugins to start with: HEIC/HEIF import for photos straight off a phone or camera. A Godot editor plugin. Search your AssetHoard library and copy assets into your project without leaving Godot. Here is the Godot plugin in a real workflow, a 48 hour jam built entirely from assets already on the drive: A public SDK and support for user-made plugins will follow once the internal API has stabilised. Freezing an API before it has been used by real plugins is how you end up supporting the wrong one forever. Watched folders, round two 0.2.4 rebuilt how watched folders track renames and moves. 0.3.1 deals with what happens when a file really is gone. One missing files screen lists broken watched folders, missing files and missing archives together. Relink a whole folder in one go. Point AssetHoard at the new location and every asset under it reconnects. One undo reverses the batch. A bulk relink is a single entry on the undo stack, not hundreds. Also in 0.3.1 Audio export as WAV, OGG or MP3, including sounds inside zips and Unity packages. MP3 on Linux needs the LAME package. Spine .skel and .atlas files (3.6 to 4.3) import as sprites, and LightWave .lwo files import as 3D models. Filters adapt to the window width, can sit beside the library, and show active filters as removable chips. Bundles can be dragged out to Explorer as folders. Faster text search, quicker launches, faster GameMaker .yymps imports and lighter 3D previews. A new open_in_app tool for the built-in MCP server. Everything else is in the 0.3.1 release notes, and plugin setup is covered in the plugins docs. AssetHoard is free to download during the open beta. If you have added a plugin system to a desktop app, I would like to hear how you decided when the API was stable enough to open up.
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