the request/response command/query nature of the REPL is what I am referring to. Great fit for RPC-oriented web backends backed by OLTP databases that start fresh each time and run to completion. Live scene editing seems closer in nature to a hot module reloading workflow, where we try to take care not to disturb long-lived objects and processes. PS, Jank is very cool. No idea what his plans are here and I’m not claiming a gamedev repl is impossible in any way.