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.