Development Roadmap
One full region, fully playable today. The bones already exist; the rest is being built in the open.
Alpha 0.7 · August 2026 · See what shipped recently
Playable Now
21 systemsBuilt and working in the current Alpha 0.7 build, verified through live gameplay. This is what you can actually do today.
Tab-Target Combat
Full combat with auto-attack, abilities, cooldowns, projectiles, AoE, threat/aggro, and leashing. Dodge, parry, block. Dual wielding, two-handers, and ranged weapons (bows, wands). Enemy casters telegraph big abilities with a marked circle you have seconds to escape.
Status Effects
Buffs, debuffs, and damage-over-time effects with stacking modes and stat modifiers.
Skill Progression
Earn skill points by doing: combat against worthy foes, gathering, and crafting all pay toward the skills you use. Spend points to rank up the skills you choose; trainers and books teach the basics, and mastery is up to you.
Death & Consequences
Vitae penalty, equipment/gold drops to corpse. Respawn at your bind point when you die. Loot your own body and your gear goes straight back on. Dying wears your equipped gear a little. Corpse dragging via /consent.
Bind Points
Bind your soul at shrines or innkeepers. Return to your bind location on death.
Zone Transitions
Portal connections between zones. Step through a gate and load into a new area with its own terrain, creatures, and rules.
Interior Spaces
Enclosed areas like buildings, caves, and dungeons with their own navmesh pathfinding, separate from the open world, including a multi-level dungeon with a boss at the bottom.
Party System
Group formation, loot rules (FFA, round-robin, master), assist targeting, party stats and targets, and aggro indicators. Parties persist across zone travel, and the party window shows which zone each member is in.
NPC Systems
Dialogue trees, merchants with buyback, trainers, quest givers. NPCs with equipment. Guards and dungeon wardens walk patrol routes. Monsters call for help, cowards flee for backup, camps hold rare named spawns with signature drops. Faction reputation affects NPC disposition.
Player Trading
Direct player-to-player item and currency trading with lock and confirmation.
Coined Economy & Commissions
Copper, silver, gold, and platinum coins that carry weight in your pack and buy at set prices. Town commission boards post rotating work orders for gatherers and crafters, and the Trade skills (Haggling, Appraisal) make the Merchant a calling of its own.
Banking & Carry Weight
Bank storage you can organize: deposit, withdraw, and move whole stacks. Every item has weight, packs have limits, and overloading slows you down. Gathering tools equip in their own slots, so your weapon stays on while you work.
Chat & Communication
Local, party, whisper, plus world-wide Global and Trade channels. /who shows everyone online, party invites work by name from anywhere, and /follow trails another player for group travel. Emotes. EQ-style combat messages.
Pets & Summoning
Conjuration system with summoned familiars. Control points limit active pets. Pets fight alongside you.
Quests
A starter arc that branches by playstyle (fighter, crafter, or gatherer), then multi-part quest lines that take you across the map, named-monster hunts, deliveries, and repeatables. Crafting and gathering count toward objectives, not just what you loot.
Time & Weather
Day/night cycle and weather systems fully synced between server and client. 11 weather types with transitions.
Friends & Block Lists
Add and remove friends, block players, online status notifications.
Input Support
Mouse and keyboard fully supported. Gamepad with face buttons, d-pad target cycling, and autorun. No key remapping yet; default bindings only.
Durability & Repair
Weapons, armor, and tools wear with use and break if you neglect them. Town smiths quote the exact fee before they repair a piece, and a Field Repair Kit patches your most damaged equipped item without a trip back to town. Every repair takes a little off the item's maximum, so gear reaches the end of its life and leaves the world. Tooltips and slot condition bars show what a repair can recover and what is gone for good.
Crafting
Walk up to a forge, alchemy table, loom, or campfire to craft. Tag-slot recipes accept categories of ingredients, and material quality flows through every step, ore to ingot to blade to sword. Your crafting skill drives quality too: a master smith's blade outperforms a novice's from the same ingots. Craft preview shows expected stats, finished items carry their maker and the materials' history in the tooltip, and stations near a bank pull materials straight from your vault.
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. Skill ranks pay off in rare finds, essence harvesters attune to hidden ley currents, and creature corpses can be skinned and butchered in place for hides and meat.
Building Now
The continuous core work: deepening and polishing what's already playable. No dates, this is where the daily effort goes.
Combat & Movement Feel
Combat and movement already play well. We keep sharpening the moment-to-moment feel: responsive attacks, clean pursuit and spacing, and traversal that lands exactly where you mean it.
Deeper Crafting & Gathering
Stronger interdependence between gatherers and crafters, with quality and mastery refinement so the materials you find and the skill you bring both show in the finished work.
New Player Experience
The first hour, dialed in. You now wash ashore at the shipwreck with a branched starter arc; the ongoing work is starter-zone tuning and pacing so a brand-new player finds their footing fast.
Starting Skill Trees & Abilities
Building out the early-game choices: the skills and abilities you reach for first, and the paths they open as you commit.
A Living Systems Database
The Encyclopedia covers the game's skills, abilities, creatures, gatherables, recipes, and items, exported straight from the game data at each release. Skills now sit in browsable prerequisite trees you can trace from first rank to mastery. Cross-linking and deeper coverage come next.
Economy & Stability
Hardening trades, the economy, and saved state so what you earn and build stays solid as the population grows.
Built to Grow
Where the world is built to grow. Honest about the horizon: these are goals, not promises, and they carry no timelines.
More of the Multiverse
New connected regions, each with this same depth. One full region is playable today, and the map is built to keep growing as fragments surface from the void.
A Full Magic System
Schools of magic, spell research, and commitment to your discipline. Today you cast working spells and abilities; the full system, with schools and research, is still ahead.
A Deeper Player Economy
Auction houses, player-run vendors, and trade contracts: the connective tissue that ties crafters, gatherers, and adventurers into one living market.
Guilds, Structures & Frontier
Guilds with ranks and shared banks, player-built structures other players come to rely on, and contested frontier territory worth organizing to hold.
Drifting Exotic Zones
Ephemeral fragments that drift in and out of existence: rare resources, high risk, and the chance the place vanishes while you're still inside. Scout, exploit, escape.
Companions
Basic summoned allies fight alongside you today. Trainable, persistent companions are a long-term goal, not something you can raise yet.
Toward a No-Wipe Beta
Working toward a no-wipe beta, with persistence you can count on. Wipes are still possible through alpha while we get there.
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