Roadmap
Last updated July 7, 2023
Table of Contents
Legend
- Standard - Planned item.
- In Development - Something we are currently focused on and should be in an upcoming patch.
- Partially Finished - Item is in the game, but missing substantial amount of features or content.
- Finished - Largely finished. May still require tweaks, balancing, or some new content.
Ongoing
- Extend dungeons - New room types, events, traps, and layouts for existing dungeons. Much more variety over all.
- Weapon abilities - Continue adding variety to weapon abilities.
- Equipment - Continue adding new weapons and equipment. Gear is divided in tiers, with tiers 1-3 largely fleshed out and in the game. We have plans for 2-3 more tiers.
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.
- Multiple Game Saves - support multiple save files for the same game.
- 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.
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 - Change the appearance of your character.
- Weapon Selection - Allow select starting weapon.
- 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.
- 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 (Unnamed)
- 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)
- Still in early planning.
- Still in early planning.
- Still in early planning.
Map Biomes
- Mountainous
- 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
- Desert
- 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 will be necessary 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.
- 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.
- Reading - Reading of books to unlock knowledge which can be spent on knowledge bonuses.
- TODO: More books and knowledge bonuses.
- 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 - Abilities to support a defensive melee playstyle. Reduces energy cost of melee abilities.
- TODO: add ability updates.
- Athletics - Provides mobility and enhances movement speed.
- TODO: add ability updates.
- Survival - Provides a variety of bonuses to enhance survival capabilities. Reduces hunger rate.
- TODO: add ability updates.
- Dreadheart - Abilities to support an aggressive melee play style.
- 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.
- Warrapt - The study of advanced combat techniques.
- 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
Blades
Ranged
- Swords
- Daggers
- Axes
- Maces
- Flails
- Staffs
Ranged
- Archery
- Arbalism
- Throwing Weapons
- Spears
- Halberds
- Tridents