Roadmap

What's here and what's next

The full game is playable today. Here's what's already in, what we're building right now, and what's further out.

0 shipped 0 in progress 0 planned

Shipped

Live 22

Everything here already runs in the game today.

  • Authoritative game server

    Live

    A real-time, server-authoritative simulation running at 20 Hz: every move, hit, spell and loot drop is decided on the server and streamed to the client over a compact binary protocol — so cheating doesn't work.

  • Browser game client

    Live

    A WebGL client (Phaser) that runs the whole game in your browser — seamless world streaming, client-side interpolation, and a full HUD: inventory, spell bar, target frame, quest log, minimap and chat.

  • Creator & admin suite

    Live

    An in-browser toolset — tile map editor, world map, character generator and CRUD editors for every entity — plus a GM dashboard with live metrics, player moderation and audit logs.

  • Characters & classes

    Live

    Roll a character in one of seven classes — Knight, Warrior, Paladin, Sorcerer, Druid, Assassin or Warlock — each with its own stat and vital growth, an XP curve to level 100, and stats derived from class, level and gear.

  • NPCs & monsters

    Live

    Populate the world with friendly NPCs and hostile monsters, each with custom sprites, stats, loot tables, spawn points, dialogue and behavior.

  • Friends, parties, guilds & chat

    Live

    Presence-aware friends, parties that share kill XP, guilds with ranks and rosters, and tabbed chat across global, party, guild and whisper channels.

  • Events & dialogue

    Live

    A data-driven event system — dialogue, cutscenes and triggers built from point-and-click command cards (show text, give items/gold/XP, set variables, start quests, open shops) that fire on talk, touch, autorun, login or level-up.

  • Quests & shops

    Live

    Kill and collect quests with XP, gold and item rewards, gated by a conditions engine and handed out through NPC dialogue — plus NPC shops to buy from and sell back to.

  • Spells & combat

    Live

    Around 105 spells across the classes — damage, heal and buff/debuff — with cast bars, cooldowns, mana, homing projectiles, AoE shapes, lifesteal and DoT/HoT effects, resolved with mitigation, dodge and crits.

  • Items & gear

    Live

    A full catalog of equipment, consumables, currency and crafting materials — stackable, per-instance, priced for trade, with stats that feed straight into combat.

  • In-browser map editor

    Live

    Paint multi-layer tile maps with collision and attributes, drop spawns, warps and resources, and link maps into a world — live in the browser, saved to the DB the server reads.

  • Monster AI (aggro, leash, respawn)

    Live

    Hostile mobs watch an aggro radius, chase and attack, leash home when pulled too far, and respawn on a timer — dropping loot and XP to whoever lands the kill.

  • Gear, affixes & refinement

    Live

    Per-instance gear rolls random affixes and a rarity tier on drop, then refines from +1 to +10 at the blacksmith — with real success and break odds — and takes gems in its sockets.

  • Gathering: trees, ore & herbs

    Live

    Trees, ore veins and herbs spawn as harvestable nodes — face one and hold to gather on a cast bar. The node depletes to your bags and regrows on a timer.

  • Crafting & equipment slots

    Live

    Craft gathered materials into gear and consumables with have/need recipe tracking, then equip across five paperdoll slots — weapon, helmet, armor, legs and boots.

  • Day & night cycle

    Live

    A full day every ~8 minutes through night, dawn, day and dusk, with a tinted lighting overlay and a HUD clock — and events that can gate on the time of day.

  • Warps & portals

    Live

    Step on a warp tile or portal to teleport across the world, or walk off a linked map edge straight into the neighbour — no loading screen either way.

  • Farming

    Live

    Till plantable ground, plant seeds on a hold-to-plant cast, and harvest crops that grow in real time — a renewable loop separate from wild resource nodes.

  • Castle War

    Live

    Scheduled guild-vs-guild castle sieges: break the guardian stones, barricades and guardians, shatter the Emperium to take the castle, then hold its dungeon and treasure vault.

  • Marketplace & trading

    Live

    An async auction house — list items (held in escrow) for others to buy in any quantity, with a small gold-sink fee — plus atomic player-to-player trades where items and gold swap at once.

  • Player housing & farms

    Live

    Every character gets a private, persistent home instance — decorate with furniture and a storage vault, and tend your own instanced farm, separate from the open world.

  • Instanced party dungeons

    Live

    Your party spins up its own private copy of a dungeon, so the mobs and loot are yours alone — with a safe fallback to the entrance if the instance closes.

Next

In progress 2

What we're building right now.

  • AI map intelligence

    Building

    A tile-tagging layer that teaches the engine what each tile means — edges, terrain, structures — so an AI can assemble whole maps from reusable blueprints. In active development.

  • Smarter autotiling

    Building

    VX-style quarter-tile autotiling already blends borders and transitions across map seams as you paint; next up are animated autotiles — shimmering water and waterfalls.

Later

Planned 6

On the horizon for the future.

  • Zoned PvP

    Planned

    Designated PvP maps where the no-damage rule lifts and players fight for contested ground — built on the same server-authoritative combat the guild wars use.

  • Build it all with AI (MCP)

    Planned

    A token-scoped MCP (Model Context Protocol) server already lets an AI author NPCs, items, spells, quests, events and maps; the goal is to author every content type end to end.

  • Z-dimension layers

    Planned

    Stacked z-levels for over/under terrain — walk beneath a bridge, then up onto it via a gateway. Two levels are in; richer authoring and content come next.

  • Community Studio

    Planned

    A /studio where any player drafts the same content admins can — maps, NPCs, items, quests, events — inert until an admin reviews the diff and approves. Live today; the sandbox grows from here.

  • Desktop app

    Planned

    A native Electron client for Windows, macOS and Linux, in its own window — designed and specced, not yet built.

  • Mobile companions

    Planned

    Companion apps for iOS and Android covering select features — market, chat, character management on the go — not the full game.

Jump in and play

The full game is live in your browser today. Create a character and start exploring while the world keeps growing.