Horse Market V2
The working market maintains 100 active listings, displays horse data, opens a 3D horse preview and detailed stats sheet, completes purchases, updates ownership, and automatically restocks.
Horse Market V2 is working, purchased horses are moving into the stable interior, Champs de Mars track work has begun, and a new Single Jockey Mode branch is being prepared as the foundation of the full single-player career.
The working market maintains 100 active listings, displays horse data, opens a 3D horse preview and detailed stats sheet, completes purchases, updates ownership, and automatically restocks.
Bought horses are being connected to reusable stalls, horse spawn points, next and previous navigation, detailed stat presentation, and a larger multi-stall stable layout.
The race-track spline and turf surface are built at an early blockout stage. Rail assets and the public lodge have been started, while the wider environment remains unfinished.
A separate gameplay branch is planned for hands-on race control. It has not started yet, but it is now a primary next system for the single-player career direction.
Select a category to isolate its development images. Hover over a tile for a motion preview, then click to open the near-full-screen viewer. Use the arrows, keyboard keys, or swipe controls to move through the visible category.

The market now connects the backend listing to the Unreal presentation. A player can browse the active horses, select a listing, see the horse walking in the 3D view, inspect the detailed stats sheet, buy through the server-authoritative flow, and have the market refill automatically.
The stable interior is moving beyond a static screen. Current work includes a reusable stall, horse spawn points, horse data and material selection, detailed stat sheets, next and previous horse navigation, and a larger stable building with multiple stalls.
The multiplayer plan is to load the player-owned horses from the backend and place the correct horse presentation inside the stable without allowing the client to decide official ownership.


The current blockout includes the main track spline, repeated turf segments, early inner and outer rail work, and a public lodge structure. The screenshots show the technical foundation rather than a finished racecourse.
Next work will include scale correction, rail placement, terrain and surroundings, trackside structures, crowd areas, race-day cameras, performance optimization, and the visual identity required to make the location recognizable.
The single-player side will become a complete career rather than a reduced offline copy. The goal is visual stable life, horse development, staff and progression, international racing, race-day presentation, and direct jockey gameplay.
Local split-screen is planned for 2, 3 and 4 players on the same system. LAN multiplayer is also planned for tournaments, cyber cafés and local events. Camera layout and supported platform configurations will be proven during prototyping.
The first major development phase established the persistent multiplayer foundation: Nhost authentication, Hasura and PostgreSQL data, server-authoritative ownership and wallets, onboarding, the Stable Map, building states, global calendar structures, race entries, backend simulation, leagues, leaderboards, and website account and payment systems.
That foundation remains important, but the product direction is now broader. Silks & Glory is planned as a premium $29.99 horse racing game led by a realistic single-player career, supported by deep online management and competitive league systems.