Roadmap
Six phases, no dates. Each one starts only when the previous one has shown what it needed to show. Our own art comes last on purpose: first the whole game working with borrowed sprites, then its look.
Phase 0 Offline combat prototype
done
Find out whether swapping characters to trigger reactions is fun before writing any networking.
- Pure, deterministic combat simulation with replay
- Team of 2, swap with cooldowns that do not reset
- 3 elements, 6 reactions, a boss with its own aura and a window
- Movement, range, telegraphed attacks, dodge
- Layered character with visible equipment (LPC sprites, temporary)
- Recolor by shader
- Windows, macOS and Android builds
Phase 1 Online vertical slice
done
Four people in the same room with no desync. Then login and a small town.
- Authoritative server: the sim runs on the server, clients send commands
- Boss room for up to 4 players
- Login with email and password, character and team creation
- Small town with chat and proximity replication
- 1 mob room, chest keys, personal loot
- Load test: 100 bots in town over the network
Phase 2 All systems, with temporary art
done
Build the whole game before the final art. Everything working, nothing pretty yet.
- 5 starting classes: Warrior, Archer, Mage, Acolyte, Rogue
- Job tree: 5 first jobs and 10 second jobs, skills from level 1 to 10
- 7 elements and the 11 reactions in the design
- First dungeon: 5 rooms with obstacles, mini-boss, boss and chest
- More dungeons: Frozen Cave and Howling Grove, each with its own elemental theme
- Four weekly legends for 2 to 4 players and the Wednesday and Sunday Raid
- Levels only from XP tomes, attribute points, ascension gates up to 500
- Per-piece equipment visible on the character, rarities, affixes, starter kit per class
- Blacksmith: upgrade +0 to +15 with risk, Protection Stone, glow at +10
- Farm: teleport from town, map with garden, orchard, livestock, lake and woods
- Personal gathering with respawn; farm animals (egg, milk, honey) and wild animals to hunt, with drops
- Reusable cook NPC per town, recipes in data files
- 5 dishes and 5 drinks with 30-minute bonuses (1 dish and 1 drink at a time)
- Region structure: each town with its own farm and dungeons (for now, only the Vale)
- Trade, storage, market
- Cosmetics-only Esporário, with a pity counter and no 50/50
- Six banners: character, armor, weapons, wings, mounts and familiars, each with its own counter
- Guilds, guild storage and guild chat
- Mobile version with touch controls
Phase 3 Ready for the beta
done
Everything an outside test needs that does not depend on art: a live server, coming back after a drop, moderation, data to balance with.
- Test server on the internet, deployed with one command
- Room networking 17 to 27 times lighter
- Reconnection: if you drop, you have 60 seconds to come back to the same team
- Moderation: chat filter, reports, mute and ban, GM commands
- Closed beta invites and an outdated-version notice
- Anonymous telemetry to measure retention, reactions and key economy
- Pre-formed groups and matchmaking by level range
- Weekly dungeon modifiers
- Translation: Portuguese and English (Russian and Chinese will come as new columns)
Phase 4 Interface and first session
done
Someone who has never played gets in, understands, and finds everything on their own screen, on PC and phone.
- One panel at a time; Esc and the Android back button close it instead of disconnecting
- New title screen and a "Your duo" wizard instead of four creation screens
- Bottom bar with Sheet, Skills, Bag, Map, Agenda, Guild, Chat and Menu
- Character panels (attributes, equipment, job) and Skills with a configurable bar
- Bag with tabs for items, equipment, chests and food
- Searchable manual and short tips in the first session, no forced tutorial
- Town map, weekly agenda, swap teams without leaving the game, options and credits
- Buttons and text sized for fingers, sharp screen on phones and an optional joystick
- Stay logged in on the device, export your data and delete your account from the game
Phase 5 Own art and closed beta
in progress
The artist joins, the borrowed sprites go, and real people test.
- Base bodies, piece-by-piece equipment, bosses and town in our own art
- Replace all of LPC with the final art (the code is already ready)
- Balance reactions and economy with players
- Closed beta