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Status · October 2026

Roadmap

Twenty-one steps from prototype to release. We are at step 18: the release candidate.

0Steps built
0Current step
0Players per world
0Steps to Steam

00–01 · Baseline & performance Built

A measurable starting point, the map on M and the first performance gains.

02–04 · Server, actions, quality Proven

  • Server and identity
  • Atomic actions and saves
  • Quality and durability

05–07 · Skills, clans, building Proven

  • 56 skills with caps
  • Clans and claims
  • Building, houses, home and upkeep

08–10 · Mining, workshops, furnaces Proven

  • Prospecting and mining, with tunnels
  • Workshops and production chains
  • Smelting furnace and kiln with temperature

11–15 · Seasons, animals, combat, economy Proven

  • Seasons and farming
  • Taming and breeding
  • Wearable equipment
  • Melee, ranged and blocking
  • Survival and economy

16–17 · Hosting, content, art, audio Largely done

Content, art, audio and UX are finished. Steam integration (16.3–16.4) is waiting on an App ID.

18 · Release candidate In progress

  • Three co-op sessions of three hours each
  • A dedicated server running for 24 hours straight
  • A stress test with 16 players

19–20 · Packaging & dedicated hosting Nearly there

Installation on clean machines. Plug-and-play hosting is built; proof on a Linux VPS and SteamCMD is still to come.

21 · Steam Planned

  • App ID and Steam integration
  • Depots and store page
  • Credits, EULA and music licence
In all honesty

What is not in 1.0

Prototype is made for small groups on a single island. It is not going to be an MMO.

  • No mandatory siege politics. Siege weapons do exist.
  • No warhorses or formations in the first version.
  • No 64-player servers as a goal. Eight is the contract; sixteen is a stress test.
  • No unlimited voxel building. The terrain is a heightfield, with tunnels.
Fishing and archery along the river
Key art
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