Development Roadmap

Shattered Lands is in active development. Here's where we stand.

Last updated: May 2026 · See what shipped recently

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18 systems

Core systems that are functional in the current alpha build. Verified through live gameplay.

Tab-Target Combat

Full combat with auto-attack, abilities, cooldowns, projectiles, AoE, threat/aggro, and leashing. Dodge, parry, block. Dual wielding and ranged weapons (bows, crossbows).

Live

Status Effects

Buffs, debuffs, and damage-over-time effects with stacking modes and stat modifiers.

Live

Skill Training

Passive time-based training that continues offline. Skills unlock via trainers or skill books. Training queues for multiple ranks.

Live

Death & Consequences

Vitae penalty, equipment/gold drops to corpse, corpse looting with ownership timers. Corpse dragging via /consent. Die anywhere, respawn at your bind point.

Live

Bind Points

Bind your soul at shrines. Return to your bind location on death. Everyone starts bound to the safe starter area.

Live

Zone Transitions

Portal connections between zones. Step through a gate and load into a new area with its own terrain, creatures, and rules.

Live

Interior Spaces

Enclosed areas like buildings, caves, and dungeons with their own navmesh pathfinding, separate from the open world.

Live

Party System

Group formation, loot rules (FFA, round-robin), assist targeting, party health display.

Live

NPC Systems

Dialogue trees, merchants, trainers, quest givers. NPCs with equipment. Guards patrolling roads. Faction reputation affects NPC disposition.

Live

Player Trading

Direct player-to-player item and currency trading with confirmation.

Live

Chat & Communication

Local, party, whisper, and team chat. /r to reply to whispers. Emotes. EQ-style combat messages.

Live

Pets & Summoning

Conjuration system with summoned familiars. Control points limit active pets. Pets fight alongside you.

Live

Quests

Quest accept, progress tracking, completion, and turn-in. Kill count and collection objectives. Repeatable quests.

Live

Time & Weather

Day/night cycle and weather systems fully synced between server and client. 11 weather types with transitions.

Live

Friends & Block Lists

Add and remove friends, block players, online status notifications.

Live

Input Support

Mouse and keyboard fully supported. Gamepad with face buttons, d-pad target cycling, and autorun. No key remapping yet; default bindings only.

Live

Crafting

Walk up to a forge, alchemy table, loom, or campfire to craft, with station effects and a crafting animation while you work. Tag-slot recipes accept categories of ingredients, and material quality flows through every step, ore to ingot to blade to sword. Craft preview shows expected stats, and finished items carry their maker and the materials' history in the tooltip.

Live

Gathering

Four gathering tradeskills with two ways to find resources. Herbs, mushrooms, and trees grow visibly, so equip the right tool and harvest. Mining and fishing are hidden: prospect, sample, analyze, then extract. Different biomes grow different things, gathering lenses and detect abilities scale with your skill, and a single harvest can yield several materials.

Live

In Progress

Features actively being developed for upcoming alpha builds.

Post-Alpha Content

New zones, creatures, quests, and points of interest. Expanding the world beyond the starter area.

Active

Pets & Taming

Pet control window and HUD are live. Building out stance/command toggles and permanent tamable pets. The server infrastructure exists; UI and content are in progress.

Active

Crafting Depth

The material-quality pipeline and provenance are live. Next up is experimentation that yields exceptional results, manufacturing orders so you can batch-craft while you adventure, and style mastery that makes a master's work look the part.

Active

Swimming

Client-side swim locomotion exists but server-side water detection and movement still in progress.

Active

Planned

Features on the horizon, ordered roughly by priority.

Foraging & Gardening

Building on the live gathering systems: foraging for rare, hidden micro-resources that reward a trained eye, and gardening, where you plant the seeds you harvest, tend a growth cycle, and reap a crop. Closing the loop from gatherer to cultivator.

Magic System

Right now there are simple abilities; the full magic system is still ahead. The vision draws from EQ's spell memorization slots, Master of Magic's elemental school system, and Asheron's Call's spell components. Spell research, fizzle risk, and real commitment to your school of magic.

Guild Systems

Guild creation with ranks, permissions, and shared banks. The social backbone for territory control, coordinated crafting operations, and large-scale expeditions into dangerous zones.

Player Economy

Auction houses, player-run vendors, and trade contracts. When crafters make the best gear and gatherers find the best materials, the economy becomes the connective tissue between every playstyle.

Raid Groups

Multi-party raids with specialized loot rules. Coordinated groups tackling content that no single party can handle alone.

Dangerous Zones

Lawless frontiers beyond the guard patrols. Better resources, rare creatures, and contested territory. No one is coming to save you, but the rewards justify the risk for those who organize and prepare.

Exotic Zones

Ephemeral fragments that drift in and out of existence: frozen battlefields, time-locked ruins, shards of places that shouldn't exist anymore. High risk, rare resources, and they might vanish while you're still inside. The core exploration loop: scout, exploit, escape.

Player Structures

Prefab-based building, from a single house to full outposts. Requires resource delivery and skilled tradesmen to construct. Inspired by Horizons' cooperative building, UO's player towns, and EVE's infrastructure. Players don't just inhabit the world, they physically build it.

Input Customization

Key remapping and customizable bindings. Gamepad basics work; full controller support with radial menus and UI navigation is still ahead.

And More Content!

Once these systems are in place, the real work begins: new zones, creatures, quests, lore, professions, and world events. The systems are the foundation. The content is what fills them.

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