Development Roadmap

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

Last updated: April 2026

Working Now

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

Multi-Character Accounts

Character creation and selection with equipment preview. Multiple characters per account.

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, and private chat. 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

Jumping

Client-server synchronized jumping with broadcasting to nearby players.

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. Partial controller support. No key remapping yet — default bindings only.

Live

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.

Active

Post-Alpha Content

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

Active

Pets & Taming

Pet miniwindow needs stance and command toggles. Also building out permanent/tamable pets — server infrastructure exists, but no UI or content yet.

Active

Swimming

Water detection on client. Server-side swim locomotion in progress.

Active

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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