
Roadmap
Last updated May 16, 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.
- 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.
- Binding items to the hotbar.
- A way to "force move" and smoother movement in general, even when enemies are nearby.
- Linux compatibility.
- Combat log - Coloured logs for combat, quests, and events with options to toggle information on or off.
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
Map Biomes
- TODO: special events and new wildlife (partially waiting on the hunting skill).
- TODO: special events and new wildlife (partially waiting on the hunting skill).
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.
- Brewing - Used to craft beers, ales, and teas, providing psychological bonuses such as reduced fear along with secondary bonus effects.
- Enchanting - Used to apply enchantments to equipment.
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