Roadmap Phases¶
Phase 1: Playable Core¶
Goal: prove the async expedition MMO loop with a contained but complete economy.
Recommended scope:
- 1 launch region: Frontier Marches centered on Trevalkaan
- Trevalkaan as the main city hub plus nearby march ring outposts and expedition sites
- one human-like playable race at launch, with variation coming from lineage and village origin
- 6 starting archetype affinity packages
- skill-based progression with no global player level
- 30 distinct enemies across at least 6 active families
- 6 elite encounters and 3 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
- NPC-generated work boards (town board, event board, guild board)
- codex, monster knowledge, and map discovery
Phase 2: Economy Depth¶
Goal: expand information trade, logistics, and player-created work.
Recommended scope:
- hireable NPC hands for narrow delegated tasks such as transport, workshop support, or field labor
- 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.
Phase 1 Build Order¶
Phase 1 scope is large. This build order defines what to build first so the core loop is playable as early as possible. Each milestone is independently testable.
Milestone 0 — Infrastructure (build first, nothing else works without it)¶
- Cloudflare project setup: Workers, D1, KV, R2, Pages
- D1 migration runner configured (
wrangler d1 migrations apply) JWT_SECRETandADMIN_SECRETbindings set- Auth endpoints: register, login, refresh, logout
- Auth middleware working in Workers
- Basic SvelteKit shell:
/login,/register, top bar, bottom nav stub - CI pipeline: lint, type-check,
wrangler deploy --env staging
Test: can create account, log in, receive JWT, call a protected route.
Milestone 1 — Character Creation and Board (first playable moment)¶
- Character creation flow (6-step wizard) +
POST /api/characters - D1 tables:
account,character,character_skill,character_flag,inventory_item - Board system:
board_itemtable + board generation from authored YAML templates GET /api/board/:locationIdreading from KV snapshotPOST /api/board/:itemId/acceptcreating an expedition record- Expedition table:
expedition,expedition_participant /board/[locationId]client route with card list- Onboarding flags:
first_session,intro_arc_active - One village (Talmaes), one intro arc sequence (3 tasks), 5 authored board order templates
Test: new player can register, create character, arrive at village board, accept a task, see expedition in progress.
Milestone 2 — Expedition Resolution (the loop closes)¶
- Expedition resolver: deterministic outcome from seed + character skills
- Expedition settlement: write results to D1, distribute rewards (coin + items), write skill XP
GET /api/expeditions?status=resolved&since=for focus-triggered poll- Client notification: badge on Board nav item, result card on expedition detail page
- Basic inventory: items awarded, shown on
/character/inventory - Skill XP application: band advancement logic
Test: player accepts task, waits, returns to tab, sees result card, inventory updated, skill XP gained.
Milestone 3 — Town Simulation (world reacts)¶
TownSettlementDOwith alarm-driven daily ticktown,town_reserve,town_daily_ledgertables- Daily tick pass: NPC baseline, consumption, spoilage, band resolution
- KV
town_snapshot:{id}written on tick GET /api/towns/:idserving from KV- Board generation re-runs after tick; board reflects reserve bands
TownGovernanceDOstub (no player control yet)- One town (Trevalkaan) + one village (Talmaes) in simulation
Test: run manual tick via admin endpoint; reserve bands update; board changes urgency; price index moves.
Milestone 4 — Market (economy opens)¶
MarketExchangeDO: order book, fill matching, escrowmarket_order,market_fill,warehouse_hold,market_price_indextables- Sell orders, buy orders (Trade ≥ Familiar only), partial fills
- Warehouse hold on fill; collect action
- Market client routes: browse, my-listings, warehouse
- Price sparkline from
market_price_history - Shortage badge from town KV snapshot
Test: player posts sell order; another player fills it; coin transfers; item moves to warehouse; buyer collects.
Milestone 5 — Trevalkaan and Intro Arc Completion (full onboarding)¶
- Letter of Introduction gate: final intro task unlocks Trevalkaan board preview
- Travel expedition type: village → Trevalkaan
- Hall registration: F-rank accept action on board
- Trevalkaan board live with F and E rank orders
flags.intro_arc_completeset on arrival- All 6 village intro arcs authored (Talmaes done in M1; remaining 5 villages)
Test: player completes 3-5 village tasks, receives Letter, travels to Trevalkaan, registers with Hall, sees city board.
Milestone 6 — Content Breadth (Phase 1 feature complete)¶
Everything from Phase 1 scope not yet implemented:
- Remaining 5 monster families (25+ creatures with full content YAML)
- 6 elite encounters + 3 boss templates
- Hunger/thirst/fatigue/climate pressure affecting expedition outcome
- Farming, fisheries, cooking, water logistics as expedition and delivery types
- Town upgrades and degradation states (granary, well, barracks, market hall)
- Dynamic event system live (EVT templates in catalog, event director in Town DO)
- Gathering, refining, crafting, repair, salvage
- Material relevance: staple resources always have demand
- Teaching and apprenticeship (basic; no full guild academy)
- Codex and map discovery entries populated for all content
- Group expeditions (multi-participant via departure slots)
- NPC guild (Adventurers Hall) F through C rank boards authored
- Crafters Hall F through C rank boards authored
Phase 1 Cut List (explicitly deferred to Phase 2)¶
These are in Phase 1 scope but will be cut if timeline demands it:
| Feature | Defer reason |
|---|---|
| Auctions | Market browse + direct orders sufficient for launch |
| Direct trade window | Low usage; buy orders cover the use case |
| Clan system | Player-owned guilds (below) cover the social need |
| Player-owned guilds | Expensive to build; NPC guilds serve Phase 1 |
| Town control + taxation | Needs player guilds first; Phase 3 |
| Teaching and apprenticeship | Phase 1 lite version only (passive skill share on expedition) |
| A and S rank guild orders | Build F–C, add D–B if content time allows |
| Email verification + password reset | Security note in launch assumptions; Phase 2 |
| WebSocket notifications | Focus-poll sufficient for async play |