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-## NEW: Shapez 2!
+# shapez Community Edition
-We are currently working on a successor to shapez, with 3D Graphics, Exploration, Layers, Mass transport, New Shape Mechanics, Research and a lot more! Be sure to check it out:
+**shapez Community Edition** (abbreviated as **CE**) is a community-maintained version of [shapez](https://store.steampowered.com/app/1318690/shapez/)!
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-
-
+CE was created as the tobspr Games team moved away from shapez to work full-time on the upcoming [Shapez 2](https://store.steampowered.com/app/2162800/shapez_2/).
+CE aims to:
-
+- Continue the development of shapez as guided by the community.
+- Allow contributors to continue submitting new features and improvements to the game.
+- Provide an experimental and forgiving environment for faster development.
-# shapez
+> [!IMPORTANT]
+> CE is different from the official game published on Steam and other platforms.
+> CE was forked off of the official shapez, which has [its own repository](https://github.com/tobspr-games/shapez.io).
+> No plans exist to merge the two versions of shapez.
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-
-
-
-
-
+If you are not a collaborator and want to submit a change,
+you can fork our repo and make a pull request.
+Note that because of plans to overhaul many parts of the game,
+unless you are improving translations, you should probably communicate with us on Discord!
+
+> [!TIP]
+> Be aware that [pull requests to the official shapez repository](https://github.com/tobspr-games/shapez.io/pulls) are unlikely to get merged in the near future. Instead, submit them to CE!
+> In fact, because the game is licensed under the [GNU GPL v3.0](https://www.gnu.org/licenses/gpl-3.0.html),
+> existing pull requests can be resubmitted to CE even if you aren't the author! **This is not legal advice.**
### Code
-The game is based on a custom engine which itself is based on the YORG.io 3 game engine (Actually it shares almost the same core).
+The game uses a custom engine originally based on the YORG.io 3 game engine.
The code within the engine is relatively clean with some code for the actual game on top being hacky.
-This project is based on ES5 (If I would develop it again, I would definitely use TypeScript). Some ES2015 features are used but most of them are too slow, especially when polyfilled. For example, `Array.prototype.forEach` is only used within non-critical loops since its slower than a plain for loop.
+We are in the process of migrating to TypeScript and JSX/TSX.
+New changes should be implemented in TypeScript if possible,
+but because we are planning on overhauling many parts of the game,
+there is no need to convert existing code to TypeScript.
-### Assets
+This project is fine with using cutting-edge and bleeding-edge features
+and does not intend to provide compatibility for older clients.
-You can find most assets here.
+## Building
-All assets will be automatically rebuilt into the atlas once changed (Thanks to dengr1065!)
+### Prerequisites
-
+- [ffmpeg](https://www.ffmpeg.org/download.html)
+- [Node.js 16](https://nodejs.org/en/about/previous-releases)
+ (not 17+, see
-
+### Release
+
+> [!CAUTION]
+> Release steps are currently unchecked and unmaintained and will likely be revised in the future.
+
+- Run `yarn` in the root folder and in `electron/`.
+- In the root folder, run `yarn gulp build.standalone-steam`.
+- Run `yarn gulp standalone.standalone-steam.prepare`.
+- Run `yarn gulp standalone.standalone-steam.package.$PLATFORM` where `$PLATFORM` is `win64`, `linux64`, or `darwin64` depending on your system.
+- The build will be found under `build_output/standalone-steam` as `shapez-...-x64`.
+
+## Credits
+
+Thanks to [tobspr](https://tobspr.io) for creating this project!
+
+[
](https://tobspr.io)