Check in the forum on their site. If it isn't there they probably aren't talking about any spec's yet.
"Project Offset"
- Console and command parsing system
- OS support layer (everything that deals directly with the underlying operating system)
- File system, with full mod support
- Resource management / hash table lookups
- Profiler / performance stat output
- Generalized "Buffer" class, used for just about every type of buffered IO in the engine (file, network, memory)
- Texture manager
The texture manager, which gives a few insights into the kinds of features that you'll be seeing in the renderer. It supports the following features:
- Reads .tga, .dds, .png, and .jpg formats
- Writes .tga and .jpg formats
- Supports DXT1, DXT3, and DXT5 compression
- Supports cube maps and volume (3d) textures
- Supports floating point (64 bit and 128 bit) textures
- Supports normal maps
- Internally converts between image types
- Supports Industrial Light and Magic's EXR library (which includes 16-bit floating point support and is used in some of the image conversion routines)
- Supports render targets and dynamic textures
- New formats and conversion routines can easily be added when needed
- SM 3.0 and full floating point support
- fully 64-bit floating point HDR rendering pipeline
- All objects in the world are affected uniformly by shadowing, with correct self-shadowing on characters and other complex objects. Shadow softness and resolution can be controlled on a per light basis.