Roadmap
The board we work from
This is the team’s real task board, kept as files in the game’s repository and updated by every change that moves a task. Nothing here is a promise or a date; it is what we are doing and what waits.
Milestones
FoundationsDone
Renderer, pixel-art asset pipeline, object catalog and the demo village.
Combat showcaseDone
Destructible world and real-time tactical combat, playable offline in the client.
2/3 tasks done
Public devlogActive
Website, changelog, blog with Discord comments, docs and this board.
0/4 tasks done
First playtestActive
Server, networked client and a waitlist that sends invites.
2/8 tasks done
The worldActive
The generated world atlas, then the playable map built from it.
14/19 tasks done
Player building and vassalsPlanned
Claims, placing and repairing buildings, the lord and vassal layer, sieges.
0/2 tasks done
On-chain economyPlanned
Inventories, gathering, crafting and combat on the Solana ledger.
0/2 tasks done
Backlog18
Agreed to be worth doing, not scheduled.
Design the rules of the lawless isles
Game design
The world
Walk on upper storeys and climb stairs
CombatServerClientProtocol and SDK
The world
Design player building
Game designWorld
Player building and vassals
Design the lord and vassal layer
Game design
Player building and vassals
Choose the in-game UI framework
Client
First playtest
Equipment over the wire and server activities
CharactersServerProtocol and SDK
First playtest
Ship the baked world to players
WorldInfrastructure
First playtest
Speed properties from gear (SSI, FC, FCR)
Game designCombatCharacters
First playtest
Castles, gatehouses, wall towers, docks and bridges
WorldArt and assetsGame design
The world
Give the atlas resources item ids and gathering
WorldChainCharacters
The world
Townsfolk, guards and vendors
WorldServerGame design
The world
Decide how unique items live on chain
ChainGame design
On-chain economy
Settle the open questions of on-chain combat
ChainCombatGame design
On-chain economy
Measure the frame cost of see-through circles
Rendering
Combat showcase
Real Discord, X and press kit links on the site
Website
Public devlog
Shared tile occupancy at region borders
Server
First playtest
Livelier hero loop video
WebsiteArt and assets
Upgrade the client to Bevy 0.20
Client
Next1
Picked for the coming days.
In progress1
Someone (a person or a session) is on it.
In review2
Built, waiting for review or merge.
Done18
Merged to main.
Build the playable map from the atlas
WorldServerClient
The world
Build towns and buildings from the atlas
WorldArt and assetsGame design
The world
Generate buildings from room programs
WorldGame design
The world
Generate the world atlas
WorldGame design
The world
Model diagonal walls, low walls, arrow slits and crenellations
Art and assets
The world
World props: bones, graves and battlefields
Art and assetsWorld
The world
World props: camps and work in the wild
Art and assetsWorld
The world
World props: fields and farmyards
Art and assetsWorld
The world
World props: roads, bridges, rivers and coasts
Art and assetsWorld
The world
World props: rocks, cliffs and ores
Art and assetsWorld
The world
World props: ruins and standing stones
Art and assetsWorld
The world
World props: shrines, magic and dungeon entrances
Art and assetsWorld
The world
World props: town dressing
Art and assetsWorld
The world
World props: wild plants
Art and assetsWorld
The world
Cut see-through circles around mobiles
Rendering
Combat showcase
Merge the combat showcase branch
CombatClient
Combat showcase
Hide tree crowns near the player
RenderingArt and assetsClient
First playtest
Server-owned object damage and wire events
ServerWorldProtocol and SDK
First playtest