Roadmap
Last updated Oct 23, 2024
Table of Contents
Legend
- Planned - Item is planned but not yet started.
- In Progress - Actively in development and targeted for an upcoming patch.
- Partially Done - In the game but missing substantial features or content.
- Done - Largely finished. May still require tweaks, balancing, or minor new content.
Ongoing
- Extend dungeons - New room types, events, traps, and layouts for existing dungeons. Much more variety over all.
- Skills & Abilities - Continue adding variety to skills and abilities.
- Equipment - Continue adding new weapons and equipment.
Usability / Quality of Life
User Interface
- Keybindings - support editing keybindings.
- Multiple hotbars - multiple hotbars and hotbar switching.
- Inventory sorting - inventory sort options.
- Favoriting items - mark items as favorite in the inventory to keep them at the top.
- Hotbar items - Binding items to the hotbar.
- Combat log - Coloured logs for combat, quests, and events with options to toggle information on or off.
- Draggable combat log - click and drag combat log to anywhere on the screen.
- UI scaling & font scaling - larger fonts and user interface settings for those with higher resolutions.
- World Scaling - ability to scale the size of the game world graphics.
- Stat pane categories - icons & collapsable categories for the stats pane to add clarity, and make room to show more details.
- Hotbar stacking - option to enable multiple visible hotbars at the same time.
- Shop icons - show on the overworld which shops a town has after it’s been discovered.
- Map markers - ability to place markers or notes onto the map.
Keyboard Support
- Keyboard movement.
- Keyboard pick up items.
- Keyboard opening and closing doors.
- Keyboard open chests and lootable objects.
- Keyboard interact with other map features (statues, workbenches).
- Keyboard targeting with abilities.
- Keyboard inventory navigation.
Other
- Option to speed up game animations.
- A way to "force move" and smoother movement in general, even when enemies are nearby.
- Right click to show details about tiles on the overworld.
- TODO: extra information is shown based on abilities.
- Enemy inspection so see basic details like health.
- TODO: extra information is shown based on abilities.
- Guide - an in-game guide with a separate page for major concepts, and for each every skill. Clicking on a skill jumps to the guide page for that skill.
- Linux compatibility.
- MacOS compatibility.
- Steam Deck Compatibility.
- Multiple Game Saves - support multiple save files for the same game.
- Steam Cloud - Save games to steam steam cloud.
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.
- English
- German
- Chinese (Mandarin)
- Russian
- Japanese
- Spanish
- French
- Korean
- Portuguese (Brazilian)
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.
- Steam Workshop - Initial integration
Major Features
Exploration & Overworld
- Wilderness events - Events that can happen while travelling and will pull the player into the map tile (you will have to travel on roads if you want to be safe!).
- Roads - add roads to the main map generation. Roads will effect movement speed and exert city influence.
- Travel Weariness - New mechanic for in the overworld; remove travel hunger.
- Wilderness regeneration - Wilderness tiles regenerate over time meaning new plants grow, wildlife respawns.
- TODO: wildlife respawning still not complete (waiting on the hunting skill).
- Wilderness Structures - special structures that appear randomly in the wilderness: cave entrances, hunting cabins, altars, temples, fairy circles, and more.
- Caravan system - service to fast travel to major cities.
- Farms - Hamlets become farms with harvestable vegetables, farm animals, and farmer NPCs which can be traded with.
Towns
- NPC Schedules - NPCs have schedules and more around town based on the time of day.
- Civilian houses - Add civilians & houses, allow them to integrate with quests.
- Inn Rooms - add multiple floors, support renting room at the inn to store items.
- Player Housing - player can buy a house in town and purchase upgrades.
- Reputation system - track player reputation per zone, reward reputation for quest completion, and add perks for higher reputation.
- Mayor's house - add mayors house to each town, which will have more major quest lines for the towns.
- Town Guard - town guard attacks player with lower reputation.
- Stalls - Towns have shop stalls, which can be traveller traders, rare traders, or standard goods.
- Rare NPCs - Individual NPCs can spawn with towns and offer unique and special services, such as enchanting items.
Character Creation
- Background selection - support selecting a character background.
- Trait selection - traits can be chosen, based on the selected background.
- Skill selection - pick your major and minor skills.
- Unique Background Skills - each character background has it's own skill tree for that background only.
- Appearance - roll to change the appearance of your character.
- Weapon Selection - allow select starting weapon.
- Female appearance - add option in character creation to select female characters. Add female bandits and town NPCs to the game world.
- Hardcore Mode / Perma-death - new setting to be added.
- Easy mode - add an easy mode option.
- Game modifiers - special modifiers which significantly change the game.
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).
- Bloodworms - Bloodworms can spawn into dungeons, build nests, and hatch ravagers.
- Ghosts - Ghosts can appear in dungeons and curse players.
- Bandit Elites - High level bandits can place their hide out in dungeons and drop high level gear.
- Nyserium Leak - Nyserium magic has leaked into the dungeon.
- Streaal Leak - Streaal magic has leaked into the dungeon.
- Magic Shop - rare shop can sometimes be found in dungeons.
- ...remaining events
Other
- Potion Identification - Potions start unidentified, but can be unidentified using abilities or paying an alchemist.
- Music - music for each dungeon type and map area (will continue to update as new areas are added)
- Starter dungeon - Complete overhaul of the starter dungeon.
- Wisdom Investment - investment mechanic will provide bonus XP to help balance wide vs tall builds.
- Ability Upgrades - spending focus points to upgrade abilities.
- Leafborn Faction - this faction is aligned with nature and have their own structures in the wilderness.
- TODO: quest line and advanced services not yet complete.
- Behemoths - Legendary monsters that wander the world and will attack factions, towns, and the player.
- Faction armies - Factions will create armies which move around the map and attack behemoths and other faction structures.
- Monster sounds - unique sounds for each monster or monster type.
- Skill trainers - NPCs that can be paid to give levels, and sell skill-related items and new abilities.
- Steam Achievements
- Death screen - show detailed stats on death.
- TODO: show detailed stats.
- Potions sickness - new mechanic to make potions less over-powered.
Quests
Main Quest
Takes the player through the main storyline of the game.
Main Quest Line - Act 1
- Early Version - add major boss and dungeon to act as victory point of the game until quest line is completed.
- Ineo Temple - starter dungeon.
- Meeting Sagohai
- The First Door
- The Second Door
- Facing Moreld
- Searching
- Roots of Dyrisa
- Helping Hand
- Full Circle
- The Third Door
Faction Quests
Each faction will have a major quest leading to a boss, and some side quests.
- Main Quest - The Machine.
- Side Quests - ongoing (1 done).
- Main Quest - Gremlin's Grief
- Side Quests - ongoing (1 done).
- Main Quest
- Side Quests - ongoing (1 done).
- Main Quest
- Side Quests - ongoing (0 done).
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.
- Gremlin Terror
- Haunted Cave
- Confidential Matter
- Formless Face
- The Sword of the Ages
Dynamic Quests
- Quests - Continue implementing dynamic quests (ongoing - 8/20).
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
- Standard Bandit Castle - Hard
- Standard Bandit Castle - Medium
- Bandit Fort.
- Unique Bandit Dungeon #1 (Blackwood Marauders)
- Unique Bandit Dungeon #2
- Unique Bandit Dungeon #3
- Unique Bandit Dungeon #4
- Unique Bandit Dungeon #5
- Standard Gremlin Castle - Hard
- Standard Gremlin Castle - Medium
- Gremlin Fort.
- Unique Gremlin Fortress #1
- Unique Gremlin Fortress #2
- Unique Gremlin Fortress #3
- Unique Gremlin Fortress #4
- Unique Gremlin Fortress #5
- Heat Caves
- Mushroom Caves
- Haunted Caves
- Standard Temple
- Unique Temple #1 (Ineo Temple)
- Unique Temple #2 (Arallu Temple)
- Unique Temple #3 (Trahasis Temple)
- Unique Temple #4 (Duranki Temple)
- Unique Temple #5 (Unnamed)
- Wizard Tower #1 (Moreld's Tower)
- Wizard Tower #2 (Unnamed)
- Wizard Tower #3 (Unnamed)
- Wizard Tower #4 (Unnamed)
- Wizard Tower #5 (Unnamed)
- Wizard Tower #6 (Unnamed)
- Wizard Tower #7 (Unnamed)
- Wizard Tower #8 (Unnamed)
- Wizard Tower #9 (Unnamed)
- Wizard Tower #10 (Unnamed)
- Desert - Crypts
- Mountainous
- Forest
- Plains
- Swamp
- Dark Forest
- River
- Volcanic
- Still in early planning.
- Still in early planning.
- Still in early planning.
Map Biomes
- Mountainous
- Desert
- Forest
- TODO: special events and new wildlife (partially waiting on the hunting skill).
- Plains
- Currently plains are variation on the forest. A unique biome will be added.
- Swamp
- Dark Forest
- River
- Volcanic
Map 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.
- Greenhaven
- Highcrown Peaks
- Sunscorched Wastes
- Whispering Glade
- Ashen Caldera
- Mirelands
Non-combat Skills
Crafting Skills
Supports creation of items.
- Cooking - Used to craft foods. Food gives health and energy over time along with secondary bonus effects.
- Alchemy - Used to craft potions which give instant effects. 12 potion types currently exist with more to come.
- Enchanting - Used to apply enchantments to equipment.
- TODO: Add tier 3 enchantments (only T2 and T1 enchantments added so far).
- Brewing - Used to craft beers, ales, and teas, providing psychological bonuses such as reduced fear along with secondary bonus effects.
Gathering Skills
Supports gathering of items.
- Botany - Gathering of mushrooms and flowers.
- TODO: More bonuses.
- Farming - Planting and gathering of raw vegetables.
- Animal Harvesting - Ability to collect crafting ingredients from slain beasts.
- Fishing (?)
- Mining (?)
Interaction Skills
Interacting with a specific gameplay element.
- Medicine - Healing and mitigating of wounds.
- Quartermastery - Gear maintenance, modification and loot organization.
-
Travel - Assists with overworld movement speed, view distance, and reduces chance of negative travel events.
- TODO: skill tree and icons.
- Reading - Reading of books to unlock knowledge which can be spent on knowledge bonuses.
- TODO: More books and knowledge bonuses; skill tree and icons.
- Devotion - Enhances interactions with the Gods. Used to mitigate effects of ghosts.
- Hunting - Supports hunting of wild game, placing of hunting traps. Huntable animals are easily startled and will quickly disappear without hunting.
- Traps - Crafting and placement of combat traps.
- Bartering - Improve shop prices.
- Ethology - The study of animals. Allows the player to see more details about enemies, such as health, movement speed, and intended attacks.
Gameplay Style
Skills that supports a style of gameplay or combat.
- Chivalry - Unique skill to the Knight. Abilities to support a defensive melee playstyle.
- Dreadheart - Unique skill to the Mercenary. Abilities to support an aggressive melee playstyle.
- Warrapt - Generalist melee skill for use with all backgrounds. The study of advanced combat techniques.
-
Athletics - Provides mobility and enhances movement speed.
- TODO: skill tree and icons.
- Survival - Provides a variety of bonuses to enhance survival capabilities. Reduces hunger rate.
- Stealth - Reduces chance of being seen, along with mobility to enhance a stealthy playstyle.
- Trickery - Supports a "trickery" themed combat playstyle, to confuse and debuff opponents.
- Magic Enhancement - Provides generalized bonuses to magic, can be used in conjunction with any magic school.
- Brawling - Unique skill to the Brawler.
- Ranger/Instinct - Unique skill to the Ranger.
Special
Hidden skills that are unlocked through gameplay. Typically will have less abilities
than the standard skills.
- Bonebreaking - The art of breaking bones and crippling.
- Theorycrafting - Highly specific passives and bonuses, that can be layered for unique builds.
- Warshouts - Use shouts for self buffs, AOE buffs, and debuffs.
- Monology - The art of 1v1 combat. "Mono" meaning one, "Ology" meaning the study of.
- Wrangling - Use rope to assist in combat.
Magic
- Attunement - New mechanic called attunement, will also include magic wounds. This will be required to make way for upcoming magic schools.
- Magic Gear - Add good amount of robes and other gear for magic classes, add magic gear shops.
- Nature Magic - Provides access to summoning spells, healing, and other nature related magic.
- Tempest Magic - Raw elemental magic, includes lightning, ice, wind, and fire spells.
- Oosh - Self-control and mastery of the body. Spells include harden skin, dodge, increased stamina, and unarmed combat techniques.
- Whimsy Magic - Fairy magic involving subtle and playful effects including charms and misdirection spells.
- Pertorium Magic - Dark magic created by the Realmwalker Pertor, includes summoning, life drain, and the management of dark energy.
- Frenzy Magic - Frenzied nature magic. Includes spells to grow and mutate plants and animals.
- Blood Magic - Magic is empowered by bleeding entities, trading life for power.
- Decay Magic - Centered around disease and pestilence. Decay magic infects the environment to set up combo situations and summon plague creatures.
- Zun - Magic school centered around gaining access to the realm of Zaratola, and using it to bring back bonuses.
Core
Magic Schools
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.
-
Blade (Group) - Initial pass completed, skill tree integration in progress.
- Swords - Initial pass completed, skill tree integration in progress.
- Daggers - Initial pass completed, skill tree integration in progress.
- Axes - Initial pass completed, skill tree integration in progress.
-
Bludgeons (Group) - Initial pass completed, skill tree integration in progress.
- Maces - Initial pass completed, skill tree integration in progress.
- Flails - Initial pass completed, skill tree integration in progress.
- Staffs - Initial pass completed, skill tree integration in progress.
-
Ranged (Group) - Initial pass completed, skill tree integration in progress.
- Archery - Initial pass completed, skill tree integration in progress.
- Arbalism - Initial pass completed, skill tree integration in progress.
- Throwing Weapons - Not started.
-
Polearms (Group) - Not started.
- Spears - Not started.
- Halberds - Not started.
- Tridents - Not started.
- Unarmed - Initial pass completed, skill tree integration in progress.
Weapon Items
Items available for various weapon types, categorized by tier progression.
- Swords - Tiers 1-3 completed, Tiers 4-6 in progress.
- Daggers - Tiers 1-3 completed, Tiers 4-6 in progress.
- Axes - Tiers 1-3 completed, Tiers 4-6 in progress.
- Maces - Tiers 1-3 completed, Tiers 4-6 in progress.
- Flails - Tiers 1-3 completed, Tiers 4-6 in progress.
- Staffs - Tiers 1-3 completed, Tiers 4-6 in progress.
- Archery - Tiers 1-3 completed, Tiers 4-6 in progress.
- Crossbows - Tiers 1-3 completed, Tiers 4-6 in progress.
- Throwing Weapons - Tiers 1-6 in progress.
- Spears - Tiers 1-6 in progress.
- Halberds - Tiers 1-6 in progress.
- Tridents - Tiers 1-6 in progress.
- Unarmed - Tiers 1-6 in progress.