Roadmap

The road to 1.0

0.3.0 shipped the engine and the creation suite. 0.4.0 made the world you build act alive — arenas, building, farming, deeper gear, living NPCs — and shipped it to desktop, web, Android and iOS. 0.5.0 gave it weather, a sun that casts real shadows, and combat that lands with weight. 0.5.1 made it a game you can hand to someone, and 0.5.3 made generated maps read as places. 0.6.0 made worlds bigger and servers accountable — bandwidth and health you can see, a regression suite every release must pass, a guided first run, and imports that arrive ready to use. Now 1.0: every current feature tested, hardened, and proven in production.

0.3.0 — today92% to 1.0 1.0
Filter:

Bulletproof economy

Shipped

Every trade, market sale, mail attachment, and gold purchase is exploit-proof and survives crashes and reconnects — verified with tests.

Gameplay

Input abuse protection

Shipped

Server-side rate limiting against ability spam, movement flooding, and message abuse, plus full schema validation of every message a client can send.

Engine

Leaner game server

Shipped

Position-only deltas instead of noisy full-entity broadcasts, batched player saves, and zones that sleep when empty and wake instantly — more players per server.

Performance

Rock-solid 60 FPS client

Shipped

Minimap, lighting, bloom, and VFX stop doing per-frame work they don't need; panels load on demand; long sessions stop leaking memory.

Performance

Instant repeat loads

Shipped

Game art and audio cache properly end-to-end, the marketing site is statically served worldwide, and hosted projects use far fewer server resources.

Platform

Bulletproof map saves

Shipped

Every edit — object resizes across chunk borders, attribute painting, edits during autosave — is tracked and saved, with hard safety limits on huge maps.

Editor

Authoring truth

Shipped

Quest rewards, ability flags, status-effect triggers, and NPC settings verifiably drive the game; deleting content warns you about everything that references it.

Editor

RPG Maker & RPG Tools imports

Shipped

Maps, tilesets, events, databases, and character packs import cleanly — teleports connect, equipment equips, and re-running an import never duplicates or deletes your work.

Creator Tools

Characters & avatars

Shipped

Editor preview, character creator, and in-game rendering share one animation and frame pipeline, with real thumbnails for enormous imported packs.

Gameplay

Player-like NPCs & building

Shipped

NPCs with real stats, equipment, abilities, patrol routes and dialogue variants; player construction that persists and renders for everyone.

Gameplay

One design language

Shipped

Unified colors, spacing, buttons and responsive layouts across the studio; every browser popup replaced with proper in-app dialogs; crash and error reporting everywhere.

Editor

Dungeons, arenas & matchmaking

Shipped

Instanced content with its own lifecycle: party-bound dungeons, queued arenas, lockouts, reconnect-into-instance, and Albion-style portals.

Gameplay

Complete creator audio

Shipped

A real DAW in the studio (instruments, effects, export) plus game-audio middleware: sound events, mixer snapshots, adaptive music, and per-zone sound banks.

Creator Tools

Shader editor

Shipped

Author visual effects no-code or in GLSL and apply them to screens, zones, sprites, and VFX.

Creator Tools

Atlas packer & font manager

Shipped

One-click texture atlases per zone for big performance wins, plus custom fonts and the full Google Fonts catalog with crisp scalable text.

Creator Tools

Cinematic sequencer

Shipped

Timeline-based cutscenes: camera moves, actors, dialogue, VFX, and audio on tracks with preview and scrubbing.

Creator Tools

Localization

Shipped

Translate your entire game — quests, items, dialogue — with per-player language selection.

Platform

Stealth & encounter AI

Shipped

Server-side perception (sight, sound, light), threat tables, and reusable boss mechanics.

Gameplay

Arena modes

Shipped

Seven authorable match modes — Free-for-All, Team Deathmatch, Capture the Flag, Control, Battle Royale, Siege and Horde. Answer a short wizard in plain language, click the map to place flags, capture zones, waves and towers, and players get a live score bar, kill feed, Tab scoreboard and victory screen. Fully instanced: nothing leaves a match except the prizes you set.

Gameplay

Practice bots

Shipped

Choose how many player-like bots fill an arena before you enter, and a match starts with as few as one real player instead of waiting for a full roster. Bots wear real equipment, score on the board and count toward win conditions; a match that used bots — or that no other real player contested — withholds its prizes, so practice can't farm rewards. Horde is the exception: a bot-free solo run still pays out.

Gameplay

Build mode

Shipped

A Sims-style bottom build bar with a world cursor: the armed item ghosts under your mouse, clicks place it, and removing refunds the item. Any item can be authored to build an object, paint a tile, or raise a wall — and painted claim tiles render in-world with the same autotiling designer terrain uses.

Gameplay

Farming & animal pens

Shipped

Till soil, plant, and water crops with a watering can — crops that need water stop growing while dry, and rain waters them free. Any closed loop of fencing with a gate automatically becomes an animal pen, with capacity measured by how much floor your animals actually take up.

Gameplay

Enchanting & upgrading

Shipped

Runes are craftable items that carry their own enchantment — socket one into gear for an effect that reads differently in a weapon than in armor. Equipment also upgrades +N with authored materials, gated by skill and gear tier, with live effects in combat and equip auras.

Gameplay

Loot that reads at a glance

Shipped

Gear drops roll affixes, item quality is fully authorable (any number of tiers, each with its own stat multiplier), and floor drops are rarity-tinted with light beams and per-rarity beam effects. Mob silver drops as a real coin pile you walk over and pick up.

Gameplay

Chests & treasure

Shipped

Chests are ordinary items: place one on land you can build on, share it with per-chest permissions, and pick it back up. Creators author treasure spawn rules with loot rolls, biome filters, guard locks that hold the lid shut while enemies are near, and animated chest sprites.

Gameplay

NPC generator

Shipped

Author archetype templates — appearance, stat ranges, weighted equipment, role, dialogue, daily schedule — then let the server spawn a populated world from per-zone rules. Roll a sample to preview the exact NPC you'll get, and paint keep-in / keep-out movement regions.

Gameplay

NPCs that play the game

Shipped

Adventurer NPCs hunt mobs, loot drops, equip upgrades, harvest nodes, sell junk to shops, buy better gear, bank their gold, rest when hurt, level up, and chat in character — a world that feels populated even when you're the only player online.

Gameplay

NPC shops & fences

Shipped

Authored vendor catalogs with per-item base value, shopkeeper roles, fences that buy stolen goods, an in-game shop panel, and a shop that any event can open.

Gameplay

Bosses & raids

Shipped

Multi-phase boss encounters with telegraphed mechanics, add waves, enrage, an overhead boss bar, daily/weekly raid lockouts, minimum and maximum player gates, and wipe detection that resets the fight without burning a lockout.

Gameplay

Combat that lands right

Shipped

Melee damage now lands on the swing's contact frame instead of before it, projectiles emit from the caster's body at any sprite size, elements can proc status effects, and mobs and NPCs run when they chase or flee and walk when they wander.

Gameplay

Deeply customizable nameplates

Shipped

Authorable crests (six shapes, letter/level/image), independent name offset, per-scope fonts, backing frames, mana and stamina bars, segmented or pill bar styles, an overhead cast bar, module reordering and saved skins — separately for players, enemies, NPCs and pets.

Creator Tools

Restyle every HUD panel

Shipped

Around thirty HUD panels take accent color, corner radius, opacity, background art and a 9-slice frame; the top bar's buttons can be hidden, reordered, relabeled or replaced; and the UI editor previews the real game HUD live while you drag.

Creator Tools

Premium in-game windows

Shipped

Shop, bank, chest and trade rebuilt on one rarity-tinted gem-socket item slot, with drag-and-drop between your bag and the vault, quantity pickers for big stacks, a searchable market terminal with price charts, and a new achievements window with an on-screen tracker.

Gameplay

Ship to desktop, web, Android & iOS

Shipped

Export a branded desktop build, a deployable web bundle with a per-game install prompt, a real Android .apk/.aab, and an iOS project (Mac required to build) — with launcher icons and splash screens generated from your own art.

Platform

Built-in anti-cheat

Shipped

Behavioural detection over the server's own event streams — economy and XP velocity, botting regularity, transport floods, login brute force — feeding a suspicion score that survives reconnects and an automatic flag → throttle → kick → ban ladder with a full audit trail and review panel.

Engine

Author the day/night & weather look

Shipped

Set how every time of day looks — an ambient color per phase and a master night-darkness dial — plus the color, opacity and density of each weather's particles, all in World Config. Night now looks the same in-game as it does in the editor, and the whole look ships to players live when you save.

Creator Tools

Creator calendar

Shipped

Author your own months, weekdays and years with events dated on them, replacing fixed seasons. Players get an in-game calendar, and a seeded daily forecast means yesterday's forecast matches today's actual weather.

Creator Tools

Level-up effects & auras

Shipped

Give characters a burst effect when they level up and level-gated auras that persist while active, authored per character template and per class.

Gameplay

Editor paint feel

In progress

Stamps land exactly where the preview showed them, water animates everywhere instead of near the cursor, panning keeps a live picture instead of stalling on a re-raster, and slow machines automatically ease off animation work. Remaining: the last stroke-latency pass on low-end hardware.

Editor

Live verification pass

In progress

Everything in this release is built and tested locally; the release rolls a single game-server image and then verifies arenas, chests, enchanting, bosses, shops, building and HUD customization on real hosted worlds.

Platform

No controls that do nothing

In progress

Settings that never reached the game are being wired up or removed, unreachable features get a real entry point, and any control that isn't live yet says so instead of silently doing nothing.

Editor

Weather you can feel

Shipped

Rain streaks, lands and splashes on the ground; snow flutters and builds a cover that melts afterwards; fog is layered scrolling banks; storms darken the world and strike two-stage lightning with distance-delayed thunder. Every weather's look is authored per weather — particles, wind, splashes, cover, fog, lightning, colour wash and your own textures — and schedules by season, window, probability and intensity curve drive the live world, so storms build and taper instead of snapping on.

Creator Tools

Everything casts a shadow

Shipped

Characters, mobs, pets, mounts, trees and buildings sit on the ground under one world sun instead of hovering above it. Aim the sun and set strength, length, softness and colour, with per-object silhouette / blob / none overrides — and footprints and trails press into snow and wet ground. Both map-editor renderers preview it.

Creator Tools

A clock you can read, a calendar you can open

Shipped

The top bar shows real world time in a format you author, a placeable World Clock element shows clock and date anywhere on the HUD, and the calendar panel opens from the menu, the time chips or its own key.

Creator Tools

Attacks with wind-up, impact and recovery

Shipped

A hammer feels different from a dagger. Damage lands on the animation's real contact frame instead of a fixed moment, and recovery is a real phase — a cancelable backswing, or a commitment that holds the attacker for its full duration. Every field is optional and the defaults reproduce the old behaviour exactly.

Gameplay

Aim before you fire

Shipped

Hold an ability key to see its reach ring and the exact ground it will cover, then release to cast — or choose instant and click-to-fire modes, authored per world and overridable per player. Indicators are shape-true: a cone previews as a cone, a ring shows its safe centre, and colour, style, thickness and ground artwork are per-ability.

Gameplay

Shields you can author

Shipped

Absorb pools that overcharge, recharge after a delay, choose which damage kinds they soak and the order several are spent in — granted by an ability or a passive and drawn on the health bar. Abilities can also pierce a line of bodies, or drain health, mana or stamina off what they hit and hand it to the caster.

Gameplay

Server-owned auto-attack

Shipped

How fast a character swings no longer depends on their connection. Players declare who they are attacking once and the server owns the timing, walks them into range and re-paths when the target runs — with a rebindable Stop key. Hits also land with weight: a brief freeze at contact, scaled by damage.

Engine

Passives & contextual skills

Shipped

Passives become a real authored entity — a named, iconed bundle of stat bonuses, held effects and world bonuses like harvest yield, craft speed, XP, gold and loot find — granted by skill levels, worn gear, books, food, quest rewards, achievements or an event. A skill's bonus now applies only where it is trained, and skill caps come from your settings instead of a fixed ceiling.

Gameplay

Design character creation & select

Shipped

The last screens you couldn't change. Both the creation wizard and the character roster become authorable: layout presets, backdrops, card skins, every heading, button and error message, steps you can rename, reorder, hide or add, and five roster layouts. Today's screens are the default preset, so a project that never opens the tab looks exactly as it did.

Creator Tools

HUD elements land where you put them

Shipped

Placement is measured rather than guessed, so a moved element sits exactly where the preview showed it; anchors are drawn and no longer teleport an element when changed, and auto-anchor keeps a placement holding on other screen sizes. Bars can be authored art — 9-sliced frames, track art, end caps, fill direction and slant.

Creator Tools

Notification cards

Shipped

One authored card system — shape, art, colours, font, sound and multi-stage animation — replaces the hardcoded popups, and skill level-ups, character level-ups, boss kills and mastery get real cards instead of chat lines. The shipped defaults reproduce the old banners exactly.

Creator Tools

Dry Run

Shipped

A serverless play mode beside Playtest: the real game client against an in-browser simulation in seconds, with no server boot, no publish and no database clone. Walk-only, and it uses the engine's own movement rules so what you walk through in preview is what you walk through in play. Works on hosted projects through a private expiring link.

Platform

NPCs that read as people

Shipped

Goal choice runs on continuous desire scoring instead of a fixed script, wounded adventurers retreat to somewhere genuinely safer rather than bandaging in the open, and kill rewards follow damage contribution rather than the killing blow — for players and NPCs alike.

Gameplay

Smooth water, steadier frame rate

Shipped

Scrolling water moved to the GPU, fixing single-digit frame rates on painted-water maps along with the periodic stutter, visible tile seams and the terrain grid showing through. The sprite-sheet cache no longer churns populated zones to a crawl or destroys sheets still in use, and the render loop recovers from a thrown frame instead of stopping for good.

Performance

Ship a game that needs no host and no internet

Shipped

The game server is bundled into the export and runs on the player's own machine, so a single-player build is a real product you can hand over. Desktop games open on a launcher you author, carry your name and icon everywhere, and keep the client inside them up to date on their own.

Platform

600 objects and a painted terrain library, out of the box

Shipped

Four new object packs — MMO props, epic multi-tile structures, interiors and biome wilds — bring the built-in catalog to 600, beside 118 painted autotile blocks and 20 ground terrains across five biomes. This is shipped product art, not placeholders, and it no longer lives inside your project database.

Creator Tools

Large imported worlds run at frame rate

Shipped

A world full of monsters no longer freezes every second, the animated-terrain rebake queue can no longer outrun itself on dense maps, chunks build a slice at a time instead of eating whole frames, and ground you have left behind lets go of its water and shadows.

Performance

Publishing sends only what changed

Shipped

Unchanged terrain, events the server already has, and the duplicate hidden copy of each map's events are all skipped, and event sprites move off base64. Editor saves push only the rows that actually changed, and syncs no longer freeze the game's tick loop.

Platform

The GPU renderer reaches parity on isometric maps

Shipped

Full autotile terrain, cliff faces drawn with your real wall tilesets, the whole building system, animated objects, passability glyphs, multi-tile composites, and the editor's own cursors and markers all draw under the GPU renderer — and it no longer opens to a checkerboard that heals as you draw.

Editor

A world map, discovery and fast travel

Shipped

The map is a full screen with an index rail of every place you have found, regions can be discovered as a whole biome, discoveries clear fog, and fast travel is reachable with an authorable rule for who is allowed to use it.

Gameplay

Projects open in a fraction of the time

Shipped

Opening a project starts the editor, the game server and the playtest client together instead of one after another, and the client boots through its proper standalone entry in seconds rather than a minute. The first Play no longer waits on a cold start, reopening the playtest window reuses the warm client, and publishing identical content writes nothing at all.

Platform

The map editor paints true from the first frame

Shipped

No more opening to a transparent checkerboard that only fills in as you draw: terrain baked before its tileset images finished loading is re-baked the moment they arrive, on desktop and hosted alike.

Editor

Exports work from an installed Studio

Shipped

Export → Windows works again from an installed Studio: the shipped engine carries the player-launcher source and installs what it needs on demand. Missing source or malformed client output now fails preflight with a useful explanation instead of dying deep inside the build.

Platform

Desktop worlds that keep themselves healthy

Shipped

Embedded desktop databases checkpoint on a schedule, close cleanly on shutdown, and recover a damaged game-server store from the editor's own database on restart. A broken content table no longer stops zones, map chunks, terrain and world configuration from publishing — and a desktop playtest can only ever connect to your own local world.

Engine

One fast map renderer

Shipped

The GPU map renderer reached parity with the classic one — isometric autotiles, cliff faces, the building system, every gizmo — and became the default, with the classic renderer kept as a fallback in Settings → Editor. The night lightmap and the autotile debug compass are the last pieces moving native.

Editor

More players per world

Shipped

Each player already receives only what they can see, with crowd-aware update rates. Now: bandwidth and tick counters on every server, a committed load rig with a documented player ceiling, and multi-server sharding unblocked for worlds that outgrow one machine.

Performance

The UI editor edits everything

Shipped

HUD scale, density and element placement apply in game, and forty windows take the creator's window shell. The last dialogs, event message boxes and overlays join the catalog, and no editor control is allowed to do nothing.

Creator Tools

Full regression coverage

Shipped

Automated multiplayer tests for parties, pets, mounts, reconnects and heavy load, plus soak and restart tests that run before every release.

Engine

Production observability

Shipped

Live dashboards and alerts for tick time, bandwidth, and server health, so hosted games get fixed before players notice.

Platform

Describe → build

Shipped

Tell the Studio AI what you want; it plans the build and executes it with your approval, with undo coverage for everything it touches.

Creator Tools

Deeper imports

Shipped

RPG Maker event pages, commands and move routes convert automatically. Next, imported sprite sheets are split per character, cropped and packed into atlases for fast loading.

Creator Tools

First-run onboarding

Shipped

A guided tour for new creators and an authorable in-game controls introduction for new players.

Editor

An economy that cannot be gamed

Shipped

Trades, market prices and mailed silver are checked as whole, bounded amounts on the server, so no crafted request can mint items or coins or break a character's saves. Behavioural anti-cheat and strict input validation were already in place; the last holes are closed.

Gameplay

Nobody can take your character

In progress

A guest session can only resume a guest character nobody owns, sign-up and search cannot be hammered, and payment webhooks refuse anything they cannot verify.

Engine

Your work is always safe

In progress

An import never deletes a map you built by hand and tells you what it will remove before you confirm. On the desktop, settings and project files survive a crash, Studio never stops a program it did not start, a licence-server outage does not log you out, and the previous engine is kept until the new one has started once.

Editor

Saved means saved

In progress

Two editors cannot overwrite each other, a change the live server did not receive says so, and every editor action reports a real error instead of a blank failure.

Editor

A hosted platform you can trust

In progress

Server images only roll from a tested release, a failed card means past-due rather than a stopped world, nightly backups and an export before any delete, no duplicate or orphaned servers, and alerts that reach you when the platform itself stalls.

Platform

Tested & hardened across the board

In progress

Every feature already built — combat, economy, building, farming, arenas, bosses, living NPCs, imports, rendering, exports — proven on real hosted worlds until it is boringly stable, with every setting doing what it says. 1.0 ships when the current feature set is solid, not when a new pile of features lands.

Engine

Creator ecosystem

Planned

A plugin marketplace, asset packs and template worlds, with docs and tutorials for every system.

Creator Tools

Monetize your game

Planned

Premium shops, cosmetics and battle passes with server-side entitlement checks, on top of the existing managed hosting and license billing.

Platform

Simulated world AI

Planned

Factions, diplomacy and emergent world state driven by a dedicated world simulation, feeding NPC behavior, spawns and quests.

Gameplay

Store-ready mobile builds

Planned

Signed, store-submittable Android and iOS builds with bundled assets, so a finished game can ship to phones end to end.

Platform

This page is updated as releases ship. Order and scope can shift as we learn — the mission doesn't: ship one complete, production-ready 1.0.