Roadmap

Last updated Dec 19, 2024

Table of Contents
Legend
Ongoing
Usability / Quality of Life
User Interface
Keyboard Support
Other
Language Support
Localization including user interface and character dialogue. More languages may be added depending on effort involved to translate. Language mods will be possible once mod support is added.
Steam Workshop & Mods
A detailed breakdown of modding features will be provided once development begins. Mod support is planned for release closer to version 1.0, estimated for 2025.
Major Features
Exploration & Overworld
Towns
Character Creation
Dungeon Events
These are infestations or magical effects that have a chance to spawn into dungeons. This list only contains planned events. Long-term the plan is to have many (hopefully over 10).
Other
Quests
Main Quest
Takes the player through the main storyline of the game.
Main Quest Line - Act 1 Main Quest Line - Act 2
  • Main Quest Line - Act 3
  • Faction Quests
    Each faction will have a major quest leading to a boss, and some side quests.
  • Machinists
  • Gremlins
  • Bandits
  • Cultists
  • Standard
    One-time quests that will appear randomly in the world. This list is not complete and only shows quests which have been fully planned.
    Dynamic Quests
    Dungeons
    Each faction will have procedurally generated standard dungeons, and unique dungeons, which are more hand-crafted and contain content unique to that dungeon only. Unique dungeons will typically be related to the faction quests.
    Bandit Gremlin Caves Temples Wizard Towers Wilderness Dungeons Cultist Dungeons Ancient Temples Mausoleums
    Map Biomes
    Regions
    Map regions are integrated zones within the game world, linking quests, dungeons, biomes, and lore to establish a cohesive area. Completion of regions will require associated other items. For example, the Desert biome is required for the Sunscorched Wastes.
    Non-combat Skills
    Crafting Skills
    Supports creation of items.
    Gathering Skills
    Supports gathering of items.
    Interaction Skills
    Interacting with a specific gameplay element.
    Gameplay Style
    Skills that supports a style of gameplay or combat.
    Special
    Hidden skills that are unlocked through gameplay. Typically will have less abilities than the standard skills.
    Magic
    Weapon Masteries
    Initial Pass - Our initial pass for weapon skills involved adding a set of foundational abilities for many weapon types. These abilities provided early gameplay variety but were not yet part of a skill tree structure.
    Upgraded Skill Tree - We are now upgrading these skills by integrating them into a refined skill tree format. This process includes rebalancing old abilities, introducing new ones, and adding unique icons to create a cohesive and visually engaging progression system.
    Future Skills - Future skills (like polearms) will be developed directly within this upgraded framework, ensuring they launch with the full skill tree treatment.
    Weapon Skills
    Skills related to weapon mastery and combat techniques.
    Weapon Items
    Items available for various weapon types, categorized by tier progression.