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Browser MMO Planning Set

This folder captures the current plan for a browser-based high fantasy MMO built for async play, SVG visuals, and a Cloudflare-hosted backend.

Structure

  • vision/: Product direction and player-facing pillars.
  • world/: Setting structure, regions, and character origins.
  • content/: Monsters, knowledge systems, family planning, and launch bestiary targets.
  • systems/: Missions, progression, survival, economy, trading, logistics, town simulation, and governance.
  • tech/: Client, browser constraints, art pipeline, backend architecture, and simulation patterns.
  • security/: Security baseline and anti-abuse controls.
  • roadmap/: Delivery phases and launch scope.

Reading Order

  1. vision/game-pillars.md
  2. world/world-structure.md
  3. world/character-origins.md
  4. systems/README.md
  5. systems/world-state/town-simulation-and-supply.md
  6. systems/world-state/dynamic-events-and-world-state.md
  7. content/README.md
  8. tech/browser-first-constraints.md
  9. tech/system-simulation-patterns.md
  10. tech/expedition-generation-model.md
  11. tech/unified-board-item-and-player-contract-model.md
  12. tech/expedition-acceptance-and-settlement-model.md
  13. security/security-baseline.md
  14. roadmap/phases.md

Current Product Summary

The game is planned as an async browser MMO where players prepare expeditions, send characters on real-time activities, and return later for results. It combines skill-based progression, classic MMO roles, fantasy regions, monster hunting, farming, dynamic area events, trade logistics, town simulation, guild politics, player teaching, and player-created work with survival pressure and low-operational-cost infrastructure.