A character standing in an open meadow of birches and boulders

Roadmap

This reflects the current state, progress, and plans for the game. Stay tuned for more updates as development progresses.

legend

Functional
It works if you already know how. Raw shapes, rough edges, and steps nobody should have to take.
Dressed
Stand-in art and a sensible path through it. Recognisable, not final.
Finished
Looks and behaves the way it should in the finished game.

things that were

Completed

  • Basic movement

    Walking, running, jumping, and swimming. Normal stuff.

  • Backstory creation

    Node graphs to represent a CYOA-style backstory tree. Granting characters skills, items, etc from their choices.

things that are

In-Progress

  • Networking

    Opening the game, hosting a server, and playing with friends. Dedicated server support.

  • World customization

    Make your game as cozy or hardcore as you see fit. Enable or disable magic, guns, etc.

  • Survival systems

    Hunger, thirst, temperature, and consequences from each.

  • Map creation

    Painting terrain and biomes, filling the map with places and people.

  • Combat essentials

    Combat system prototyping. Health, injury, and death.

  • Inventory management

    Item uses and effects. Item qualities.

  • Crafting

    Combining items at crafting stations to produce new items.

  • Construction

    Building houses, fences, bridges, and other structures.

  • Freerunning

    Agility and acrobatics, making movement fun.

  • Fishing

    Exactly what it sounds like.

  • Cooking

    Preparing delicious meals and gaining buffs from them.

  • Tasks

    Job queues and automation for players and NPCs.

  • Magic

    A unified system for magical effects, spanning enchanting, alchemy, and spellcasting.

coming soon

The next playtest

Playtests are currently internal, but details will be added here to show the current state of the game and what's in the works.

things that have not yet come to pass

Not Started

  • Adventure scripting

    Setting up encounters, triggers, and world reactions. Clear win and lose conditions.

  • Stealth

    Avoiding detection, presumably while doing illicit activities.

  • Lockpicking

    Opening doors and cracking safes.