Roadmap

Last updated June 28, 2022

Table of Contents
Legend
  • Standard - Planned item.
  • Finished - Largely finished. May still require tweaks, balancing, or some new content.
  • Partially Finished - Item is in the game, but missing substantial amount of features or content.
  • In Development - Something we are currently focused on and should be in an upcoming patch.
Ongoing
  • Quests - Continue implementing dynamic quests (ongoing - 6/20).
  • Extend dungeons - New room types, events, traps, and layouts for existing dungeons. Much more variety over all.
  • 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
  • Support editing keybindings.
  • Multiple hotbars nad hotbar switching.
  • Option to speed up game animations.
  • Keyboard movement.
  • Inventory sorting.
  • Inventory favoriting items.
  • Binding items to the hotbar.
  • Combat log - Coloured logs for combat, quests, and events with options to toggle information on or off.
  • 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.
  • A way to "force move" and smoother movement in general, even when enemies are nearby.
  • Linux compatibility.
Major Features
  • Random 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.
  • Music - music for each dungeon type and map area (will continue to update as new areas are added)
  • Potion Identification - Potions start unidentified, but can be unidentified using abilities or paying an alchemist.
  • Starter dungeon - Complete overhaul of the starter dungeon.
  • Ghosts & Curses - Ghosts wander the dungeons and can curse items.
  • Bandit Elites - High level bandits hide out in dungeons and drop high level gear.
  • Wilderness regeneration - Wilderness tiles regenerate over time meaning new plants grow, wildlife respawns.
    • TODO: wildlife respawning still not complete (waiting on the hunting skill).
  • The Keepers Guild - this guild will be aligned with nature guild and have their own structures in the wilderness.
    • TODO: guild quest line and advanced services not yet complete.
  • Skill trainers - NPCs that can be paid to give levels, and sell skill-related items and new abilities.
  • 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.
  • New faction - A third faction type to balance out Gremlin and Bandits.
  • NPC Schedules - NPCs have schedules and more around town based on the time of day.
  • Town overhaul - Add civilians & houses, add mayors house, add town guard, support multiple floors, support renting room at the inn, support context-based dialog.
  • Main story - main quest line.
  • Reputation system - track player reputation per zone, reward reputation for quest completion, and add perks for higher reputation.
  • Wilderness Structures - special structures that appear randomly in the wilderness: cave entrances, hunting cabins, altars, temples, fair circles, and more.
  • Steam Achievements
  • Hardcore Mode / Perma-death
Dungeons
  • Bandit
  • Gremlin
  • Heat Caves
  • Forest Caves
  • Temples (starter dungeon)
  • Temples (high level)
  • Cultist
  • Ancient Temple
  • Mausoleum
  • Wizard Towers
  • Map Biomes
  • Plains
    • TODO: special events and new wildlife (partially waiting on the hunting skill).
  • Forest
    • TODO: special events and new wildlife (partially waiting on the hunting skill).
  • Mountainous
  • Swamp
  • Dark Forest
  • River
  • Desert
  • Volcanic
  • 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.
    • 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 - Identification and reading of books.
    • 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.
    • Athletics - Provides mobility and enhances movement speed.
    • Survival - Provides a variety of bonuses to enhance survival capabilities. Reduces hunger rate.
    • Berserk - 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.
    Magic Skills
    • Nature Magic - Provides access to summoning spells, healing, and other nature related magic.
      • Nature magic will be rebalanced and extended with new abilities as part of a larger magic update.
    • Tempest Magic - Raw elemental magic, includes lightning, ice, wind, and fire spells.
    • 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 plauge creatures.
    • Oosh - Self-control and mastery of the body. Spells include harden skin, dodge, increased stamina, and unarmed combat techniques.
    • Zun - Magic school centered around gaining access to the realm of Zaratola, and using it to bring back bonuses.
    Weapon Masteries
    • Blades
    • Swords
    • Daggers
    • Axes
    • Bludgeons
    • Maces
    • Flails
    • Staffs
    • Ranged
    • Archery
    • Arbalism
    • Throwing Weapons
    • Polearms
    • Spears
    • Halberds
    • Tridents