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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 each player directly controls one adventurer, prepares expeditions, sends that character on real-time activities, and returns later for results. Launch is centered on Trevalkaan (placeholder name) — one hub city inside the Frontier Marches region — and one human-like playable people, with variation coming from lineage, village origin, archetype, and background. Later phases can add hireable NPC helpers for narrow delegated tasks, but the launch game stays focused on one player-controlled character.