Development Roadmap
Shattered Lands is in active development. Here's where we stand.
Last updated: April 2026
Working Now
18 systemsCore 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).
Status Effects
Buffs, debuffs, and damage-over-time effects with stacking modes and stat modifiers.
Skill Training
Passive time-based training that continues offline. Skills unlock via trainers or skill books. Training queues for multiple ranks.
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.
Bind Points
Bind your soul at shrines. Return to your bind location on death. Everyone starts bound to the safe starter area.
Multi-Character Accounts
Character creation and selection with equipment preview. Multiple characters per account.
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.
Party System
Group formation, loot rules (FFA, round-robin), assist targeting, party health display.
NPC Systems
Dialogue trees, merchants, trainers, quest givers. NPCs with equipment. Guards patrolling roads. Faction reputation affects NPC disposition.
Player Trading
Direct player-to-player item and currency trading with confirmation.
Chat & Communication
Local, party, and private chat. Emotes. EQ-style combat messages.
Pets & Summoning
Conjuration system with summoned familiars. Control points limit active pets. Pets fight alongside you.
Quests
Quest accept, progress tracking, completion, and turn-in. Kill count and collection objectives. Repeatable quests.
Jumping
Client-server synchronized jumping with broadcasting to nearby players.
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. Partial controller support. No key remapping yet — default bindings only.
In Progress
Features actively being developed for upcoming alpha builds.
Crafting
Recipe system and crafting stations on the server. In-zone stations and client UI not yet connected.
Post-Alpha Content
New zones, creatures, quests, and points of interest. Expanding the world beyond the starter area.
Pets & Taming
Pet miniwindow needs stance and command toggles. Also building out permanent/tamable pets — server infrastructure exists, but no UI or content yet.
Swimming
Water detection on client. Server-side swim locomotion in progress.
Planned
Features on the horizon, ordered roughly by priority.
Crafting Depth
The core recipe system is nearly there — what comes next is the depth. Experimentation that yields unique results based on technique and materials. Maker's marks so your name is on everything you forge. Resource quality flowing through from gathering to finished product. The goal: master crafters known by name, like SWG.
Resource Gathering
SWG-inspired surveying and extraction. Resources spawn with quality attributes — purity, conductivity, flexibility — that directly affect what crafters can make with them. Finding a great resource spawn is valuable, tradeable information. Gatherers aren't farming — they're prospecting.
Magic System
Currently 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 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, full controller support, and customizable bindings.
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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