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Roadmap Phases

Phase 1: Playable Core

Goal: prove the async expedition MMO loop with a contained but complete economy.

Recommended scope:

  • 2 regions
  • 4 towns plus smaller outposts
  • 6 starting archetype affinity packages
  • skill-based progression with no global player level
  • 60 distinct enemies across at least 10 active families
  • 12 elite encounters and 6 bosses or apex threats
  • solo missions
  • async group missions
  • hunger, thirst, fatigue, and basic climate pressure
  • farming, fisheries, cooking, and water logistics
  • town supply and demand simulation
  • town upgrade and degradation states
  • dynamic area and town event system driven by local conditions
  • gathering, refining, crafting, repair, and salvage loops
  • material relevance model that keeps staple resources valuable at all progression stages
  • direct trade
  • regional market
  • basic teaching, mentorship, and apprenticeship systems
  • player and NPC job boards
  • codex, monster knowledge, and map discovery

Phase 2: Economy Depth

Goal: expand information trade, logistics, and player-created work.

Recommended scope:

  • player job board
  • surveying and map sales
  • caravan gameplay
  • broader crafting chains
  • regional specialization
  • stronger guild identity systems
  • expanded guild academies and teaching infrastructure
  • expanded town projects and district upgrades
  • more regions and monster families
  • broader event chains, seasonal pressures, and regional event diversity

Phase 3: Political Layer

Goal: add territorial control and deeper player governance.

Recommended scope:

  • town ownership
  • controlled taxation
  • town upgrades or policies
  • treasury systems
  • scheduled conflict windows
  • rare world events tied to regional control
  • multi-town logistics and regional trade blocs

Development Rule

Do not bring in live action combat or high-frequency synchronous simulation before the async core, economy, and governance loops are proven.