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¶
vision/game-pillars.mdworld/world-structure.mdworld/character-origins.mdsystems/README.mdsystems/world-state/town-simulation-and-supply.mdsystems/world-state/dynamic-events-and-world-state.mdcontent/README.mdtech/browser-first-constraints.mdtech/system-simulation-patterns.mdtech/expedition-generation-model.mdtech/unified-board-item-and-player-contract-model.mdtech/expedition-acceptance-and-settlement-model.mdsecurity/security-baseline.mdroadmap/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.