The road to 1.0
0.3.0 shipped the engine and the creation suite. 0.4.0 makes the world you build act alive — arenas, building, farming, deeper gear, living NPCs, and a day/night and weather look you author — and ships it to desktop, web, Android and iOS. Next: bigger worlds, more players, and one fast map renderer — then 1.0, when every current feature is tested, hardened, and proven in production.
Bulletproof economy
ShippedEvery trade, market sale, mail attachment, and gold purchase is exploit-proof and survives crashes and reconnects — verified with tests.
GameplayInput abuse protection
ShippedServer-side rate limiting against ability spam, movement flooding, and message abuse, plus full schema validation of every message a client can send.
EngineLeaner game server
ShippedPosition-only deltas instead of noisy full-entity broadcasts, batched player saves, and zones that sleep when empty and wake instantly — more players per server.
PerformanceRock-solid 60 FPS client
ShippedMinimap, lighting, bloom, and VFX stop doing per-frame work they don't need; panels load on demand; long sessions stop leaking memory.
PerformanceInstant repeat loads
ShippedGame art and audio cache properly end-to-end, the marketing site is statically served worldwide, and hosted projects use far fewer server resources.
PlatformBulletproof map saves
ShippedEvery edit — object resizes across chunk borders, attribute painting, edits during autosave — is tracked and saved, with hard safety limits on huge maps.
EditorAuthoring truth
ShippedQuest rewards, ability flags, status-effect triggers, and NPC settings verifiably drive the game; deleting content warns you about everything that references it.
EditorRPG Maker & RPG Tools imports
ShippedMaps, tilesets, events, databases, and character packs import cleanly — teleports connect, equipment equips, and re-running an import never duplicates or deletes your work.
Creator ToolsCharacters & avatars
ShippedEditor preview, character creator, and in-game rendering share one animation and frame pipeline, with real thumbnails for enormous imported packs.
GameplayPlayer-like NPCs & building
ShippedNPCs with real stats, equipment, abilities, patrol routes and dialogue variants; player construction that persists and renders for everyone.
GameplayOne design language
ShippedUnified colors, spacing, buttons and responsive layouts across the studio; every browser popup replaced with proper in-app dialogs; crash and error reporting everywhere.
EditorDungeons, arenas & matchmaking
ShippedInstanced content with its own lifecycle: party-bound dungeons, queued arenas, lockouts, reconnect-into-instance, and Albion-style portals.
GameplayComplete creator audio
ShippedA real DAW in the studio (instruments, effects, export) plus game-audio middleware: sound events, mixer snapshots, adaptive music, and per-zone sound banks.
Creator ToolsShader editor
ShippedAuthor visual effects no-code or in GLSL and apply them to screens, zones, sprites, and VFX.
Creator ToolsAtlas packer & font manager
ShippedOne-click texture atlases per zone for big performance wins, plus custom fonts and the full Google Fonts catalog with crisp scalable text.
Creator ToolsCinematic sequencer
ShippedTimeline-based cutscenes: camera moves, actors, dialogue, VFX, and audio on tracks with preview and scrubbing.
Creator ToolsLocalization
ShippedTranslate your entire game — quests, items, dialogue — with per-player language selection.
PlatformStealth & encounter AI
ShippedServer-side perception (sight, sound, light), threat tables, and reusable boss mechanics.
GameplayArena modes
ShippedSeven 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.
GameplayPractice bots
In progressEmpty match slots fill with player-like bots that wear real equipment, score on the board, and count toward win conditions — so a solo creator can queue alone and still get a real match.
GameplayBuild mode
ShippedA 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.
GameplayFarming & animal pens
ShippedTill 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.
GameplayEnchanting & upgrading
ShippedRunes 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.
GameplayLoot that reads at a glance
ShippedGear 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.
GameplayChests & treasure
ShippedChests 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.
GameplayNPC generator
ShippedAuthor 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.
GameplayNPCs that play the game
ShippedAdventurer 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.
GameplayNPC shops & fences
ShippedAuthored 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.
GameplayBosses & raids
ShippedMulti-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.
GameplayCombat that lands right
ShippedMelee 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.
GameplayDeeply customizable nameplates
ShippedAuthorable 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 ToolsRestyle every HUD panel
ShippedAround 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 ToolsPremium in-game windows
ShippedShop, 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.
GameplayShip to desktop, web, Android & iOS
ShippedExport 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.
PlatformBuilt-in anti-cheat
ShippedBehavioural 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.
EngineAuthor the day/night & weather look
ShippedSet 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 ToolsCreator calendar
ShippedAuthor 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 ToolsLevel-up effects & auras
ShippedGive characters a burst effect when they level up and level-gated auras that persist while active, authored per character template and per class.
GameplayEditor paint feel
In progressStamps 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.
EditorLive verification pass
In progressEverything 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.
PlatformNo controls that do nothing
In progressSettings 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.
EditorThis 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.