Re:Form is in alpha and ships fast, which means the version you used a month ago isn't the one running today. This is a digest of the whole 0.6 series — what landed, why, and what it changes about how you actually work. Disclosure, since it barely needs saying on a changelog: Re:Form is our tool.

What version is Re:Form on right now?

Re:Form is on v0.6.5 Alpha as of July 2026, the sixth release in the 0.6 series. The series added a project browser with dated autosaves, the Carve and Rake brushes, per-view reference images, an Ortho measurement grid, real-world millimeter units, and a Z-up world matching Blender's convention. Alpha still means things change between releases.

There is nothing to download and no updater to run. Re:Form loads from the app URL in a desktop browser, so reloading the tab is the whole upgrade process. If you last opened it before 0.6.0, most of what follows will be new to you.

0.6.0 — a project browser instead of a blank canvas

The old start screen dropped you straight onto a sphere. It now opens as a lightbox: New Sculpt primitive tiles (Sphere, Cube, Cylinder, Plane), an Open section, and Autosaves — dated tiles showing real thumbnails captured from your viewport, not generic icons. You pick up where you left off by looking at your work rather than reading filenames.

Underneath that, autosave changed shape. It used to be a single slot that overwrote itself, which is fine right up until the moment it isn't. It's now eight rotating dated snapshots stored in your browser, with the metadata kept separately so listing them never has to load the sculpt data. If browser storage fills up, the oldest snapshot drops and the save retries instead of failing.

The same three sections also live in an in-app Projects window (File → New), and the File menu got consolidated so each action exists in exactly one place: New, Save .clay, Save .clay as…, then Import and Export. As always, .clay files save to your own machine, right where you put them.

0.6.1 — the boring release that everything else rests on

Nothing user-visible headlined 0.6.1. What it added was a regression rig: a script that drives the real app in a real browser on a real GPU and, for every brush code, takes a checksum of the mesh, lays down one deterministic stroke, confirms the checksum changed, presses Ctrl+Z, and then verifies the restore is bit-exact — word for word, not "close enough." A run that logs a single console error fails.

That matters more in alpha than any feature does. A sculpting engine is thousands of small numerical decisions, and the failure mode isn't a crash, it's a brush that quietly stops behaving the way it did last week. The rig is the thing that catches that.

Two companions shipped alongside it: a subdivide-ladder timing rig that measures how long each subdivision level takes in wall-clock milliseconds on the actual GPU, and the closure of a long-standing undo investigation — a tiny residual after undo turned out to be an artifact of the measuring harness, not drift in the restore path. In the same window, GLB export gained vertex-paint colors as a standard COLOR_0 attribute, so painted sculpts carry their color into other apps. Roughness and metalness don't have a legal per-vertex slot in glTF, so they stay in your .clay save and the app tells you so at export time rather than silently dropping them.

0.6.2 — Carve, a Relax that does something, and a cursor that behaves

Carve is a new brush, and Draw Sharp was reworked with it. Both now use a fissure mechanic across the full brush width: the target rides each vertex's position from the start of the stroke, so repeated dabs fuse into one clean V-shaped groove instead of stacking into a lumpy trench. Carve cuts in by default and Ctrl raises — the exact mirror of Draw Sharp. The falloff slider takes the cut from a chisel-flat kerf at one end to a soft bell at the other.

Relax got a correction. It had been purely tangential — it slid vertices along the surface without moving them off it, which was mathematically elegant, shape-preserving to seven decimal places, and read to every user as a brush that did nothing. About a quarter of the normal-direction smoothing went back in, so it now visibly acts on the mesh.

The center cursor dot is now sized from the live camera distance, so it stays the same size on screen at any zoom level. Before, it was a fixed size in world space, which meant it shrank to sub-pixel invisibility when you zoomed out.

0.6.3 — reference images, per view

This is the biggest workflow change in the series. In Ortho projection you can now load a separate reference image for each of the six axis views — Front, Back, Left, Right, Top, Bottom — each with its own scale, rotation snapped to one degree, offsets, opacity, and a choice of sitting in front of or behind the model.

They aren't screen overlays. They're world-space planes, so they stay put while you orbit, and each is culled to its own side of the model so the Back reference doesn't bleed through the Front view. A master References toggle switches the whole set off. All of it saves inside your .clay project (format v3), which means autosaves carry your reference setup too.

Alongside that came an Ortho measurement grid: world-unit graph paper anchored to the origin, with every tenth line drawn brighter, the axes brighter still, and a density fade so it doesn't turn into moiré when you zoom out. "Iso" was renamed "Ortho" everywhere, since that's what it actually is, and the View menu gained a Camera section with a projection toggle and one-click access to all six axis views.

Small but constant: every slider readout became click-to-type. Click the number, type an exact value, Enter or click-away commits it, Escape cancels. Dragging a slider to hit exactly 0.35 is a bad time; typing 0.35 is not.

0.6.4 — flips, a floor, millimeters, and undoable masks

The current release builds on 0.6.3's reference system with Flip H, Flip V, and Grey (desaturate) per view, plus auto-dimming while you sculpt so the reference recedes the moment your brush touches the mesh, and chip dots showing which views already have an image loaded.

Navigation got number-key view shortcuts — 1, 3, and 7 for the primary axis views, Shift for the opposite side, 5 to toggle projection. Anyone coming from Blender will find their fingers already know these.

Then the scale work, which is the part that matters if you print. There's now a Perspective floor plane (off by default), and a real-world millimeters-per-unit mapping that scales your OBJ, STL, GLB, and FBX exports — so what you sculpted at a stated size arrives at that size in your slicer instead of needing a guessed scale factor on import. A world X/Y/Z axis guide draws the origin axes with per-axis toggles. The reference master toggle, both grids, the axis toggles, and your unit setting all persist inside the .clay project. If you're sizing minis, this pairs with the 28mm and 32mm workflow guide.

Two engine fixes worth calling out. The Smooth brush is much stronger: a single smoothing pass was already clamped internally, so strength now drives up to four passes per dab instead of one. And mask strokes are Ctrl+Z-undoable — the undo history gained a typed mask snapshot with bit-exact restore, closing a gap where masking was the one thing you couldn't take back. Hard Edge came out of the brush picker; it wasn't earning its slot.

0.6.5 — the Rake brush, a Z-up world, and dialogs that work

The Rake brush is the headline: a comb dragged across the surface, laying parallel tooth ridges along the stroke, with Ctrl inverting them into grooves. It's the traditional-sculpture mark — what a toothed rake leaves in real clay — and it earns its place on muscle fibre, hair mass, bark, and wood grain. The teeth follow whatever direction you drag, and hold five ridges across the brush regardless of size, so a smaller brush lays a finer comb rather than fewer teeth. Every brush is broken down in the brush guide.

Adding a layer now asks which primitive it should start from instead of always handing you a sphere, and you can rename a layer by double-clicking its name. File ▸ New sculpt genuinely starts a new project now — it clears the whole layer stack rather than swapping the mesh underneath your current one, and it asks first, with the option to save on the way out.

The floor plane is on by default. Edge-on from the opening front view you won't see it at all; orbit and it's there, which is when a ground reference is actually useful.

We also replaced the browser's own confirm and prompt boxes with dialogs of our own. This sounds cosmetic and wasn't: browsers let you tick "don't allow this page to prompt you again", and once ticked, the delete-autosave button and Save .clay as… silently stopped working with no way to undo that from inside the app. Both work now regardless.

The world is now Z-up, following Blender's convention: X runs left to right, Z is up, and Y is depth. Blender has used a Z-up right-handed coordinate system for its entire history, and matching it means the mental model you build in one app survives the trip to the other. The default view is Front, and the navigation gizmo, snap targets, and view labels were all remapped to match.

Nothing about your exports changed as a result. OBJ, STL, GLB, and FBX are all converted on the way out so models land upright in Blender and in slicers, and imports are converted back on the way in. Sculpting kernels and X-symmetry were untouched by the change. The floor grid is now the ground plane at z = 0, which is what a floor should be.

Two smaller follow-ups: an axis pointing straight at the camera is now suppressed rather than smearing across the screen through the near plane, and the grids and axis guide no longer get washed out by the tone mapper in Lit (PBR) mode.

Does any of this change the plans?

No. Every feature in the 0.6 series is available on the Free plan, which is the full toolset — every brush including Carve, sculpt layers, masking, symmetry, remeshing, reference images, the grids, and millimeter units — up to roughly 12.5 million triangles, with OBJ import and export, local .clay saves, and no watermark. It's for personal, non-commercial use, and it doesn't ask for a card.

Re:Form Pro is $9.99 per month or $99 per year and adds three things: the full 50-million-triangle budget (four times Free), STL, GLB, and FBX import and export alongside OBJ, and a commercial license so you can sell what you make. If you're deciding which export format you actually need, our format comparison covers what each one carries and what it drops. Billing runs through Stripe, and you cancel from the plan chip in the app.

Which browsers run Re:Form as of July 2026?

Re:Form needs a desktop browser with WebGPU. As of July 2026 that means current Chrome and Edge (WebGPU by default since Chrome 113), Firefox (enabled by default on Windows since Firefox 141 and on all supported desktop platforms as of Firefox 147), and Safari 26 on macOS Tahoe. Re:Form is desktop-only — it does not run on phones or tablets.

If WebGPU is new to you, the plain-English explainer covers why the browser can suddenly hold a multimillion-triangle mesh at all: your sculpt lives on the GPU while you work, and saves land on your own machine.

What's still missing

Alpha honesty, as usual. Re:Form does the sculpting step and nothing else — no retopology, no UV unwrapping, no rigging, no rendering, no texture painting beyond vertex paint. It is not a replacement for Blender or ZBrush, both of which are far more mature and cover an entire pipeline; our Blender comparison lays out where each one genuinely wins. There's no cloud project storage yet — the Open section on the start screen is where that will live. Mobile and tablet support isn't on the near roadmap, because desktop is where WebGPU and GPU headroom are strongest.

Version numbers move fast enough that anything here could be superseded by the time you read it. The FAQ is kept current with the shipping build, and the app footer always shows the version you're actually running. If you want to see where 0.6 landed, open a sphere and push it around.

FAQ

Do I need to update or reinstall Re:Form to get 0.6.5?

No. Re:Form runs entirely in the browser, so there's no installer, no updater, and no version to manage. Reloading the app tab gets you the current build. Your local .clay files and your browser autosaves carry across releases — the .clay format moved to v3 in 0.6.3 to store reference images, and saves without references still write the older v2.

Will my old sculpts still open after the Z-up change?

Yes. The .clay native format stores the engine's internal orientation directly, so your saved projects and autosaves open normally. Interchange formats are the ones that get converted: OBJ, STL, GLB, and FBX are rotated on export so they land upright in Blender and slicers, and rotated back on import. Sculpting behavior and X-symmetry were not affected by the change.

Is the new Carve brush available on the free plan?

Yes. Every brush in Re:Form is on every plan, including Carve and the reworked Draw Sharp — there is no brush paywall and no watermark on Free. Pro raises the triangle ceiling from roughly 12.5 million to 50 million, adds STL, GLB, and FBX import and export, and grants a commercial license. The tools themselves are identical on both.