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Roadmap

Phase 0 — Foundation

Goal: Playable skeleton. Architecture that won't need to be torn down.

  • Cargo workspace (faerals-core, faerals-shared, faerals-client)
  • Core data types: Species, Zone, Biome, Climate, CreatureInstance
  • Bevy app: top-down tilemap, player movement, camera
  • Zone transitions
  • Local save system (SQLite)
  • Basic ecosystem tick (Bevy schedule, local)
  • Species/zone data loading from TOML files

Phase 0 status note (May 7, 2026)

  • Tiled runtime contract implemented (bg, props, props_collision, collisions, transitions) with animated water support.
  • Two map-link modes implemented:
    • transition: fade + spawn on target map
    • smooth: streamed neighbor map loading/unloading for exploration continuity
  • Tiled map template CLI implemented (npm run map:new).
  • Content Studio implemented (tools/content-studio) for:
    • Bestiary CRUD against TOML species files
    • map tree management + map creation/edit/open-in-Tiled
    • multi-layout canvas editing with snapping/grid/zoom + auto adjacency generation
  • Smooth overworld chunking is now layout-driven with lazy viewport-proximity load/unload and stream event logging.
  • Tileset loading for nested maps is now path-resilient with central filename-based lookup support.

Known issue to fix next

  • Collision axis decoupling bug: when moving on both axes, collision on one axis currently cancels the other axis too. Movement resolution should test/apply X and Y independently, then cancel only the colliding axis (or both when both collide).

Phase 1 — MVP

Goal: First complete playable loop. Small scope, fully functional.

Content:

  • 3–5 zones
  • 15 Faerals
  • 2 Sanctuaries (Currents + Archives)

Systems:

  • Spawn score + encounter system
  • Capture mechanic (Linker bonding flow)
  • Basic turn-based combat (no timing mechanics yet)
  • Elemental type matchups
  • Capacity library + 4 active slots
  • Hotswap team management
  • Basic Bestiary
  • Ecological Journal
  • Ecosystem simulation: migrations, extinction, reintroduction
  • First Sanctuary (full dungeon: exploration, puzzle, boss)
  • Codex unlocked via Sanctuary of Archives
  • Field Requests (basic NPC quests)
  • Dr. Theo radio contact
  • Lifecycle simulation tool for balancing and documentation
  • Per-tick heatmap export, animated GIF output, and normalized spawn-rate plots
  • Region compatibility scoring for habitat-gated spawn and migration behavior

Phase 2 — Core Game

Goal: Feature-complete single-player experience.

  • All 10 Sanctuaries
  • 30–40 Faerals
  • Full combat: dodge, parry, counter, synergies, AoE, status effects
  • All creature roles implemented
  • Mutation system
  • Breeding / crossbreeding
  • Full progression: Archives, Seals, Relics, Certifications
  • Full lore and narrative
  • Seasonal events and climate anomalies
  • Research Commissions system
  • Runes and set effects (Sanctuary of Harmony)
  • Aquatic exploration (Sanctuary of Tides)

Balance tooling

  • Standalone lifecycle model documented in the wiki
  • Python simulation scenarios for balanced, overcapture, delayed restoration, and reintroduction cases
  • Event logging and progress feedback in the simulation CLI

Phase 3 — Online

Goal: Server-authoritative ecosystem, community features.

  • faerals-server crate (Axum + PostgreSQL)
  • Auth service
  • Ecosystem simulation migrated to server
  • Community ecological events
  • Cross-player migration influence
  • Creature trading / marketplace (view-only first)
  • Worldwide Living Lines restoration tracking

Phase 4 — Platform Expansion

  • Desktop builds (Linux, Windows, macOS) polished
  • WebAssembly (browser) build
  • Mobile (iOS, Android)
  • Controller support

Phase 5 — Co-op / PvP

  1. Co-op exploration
  2. Casual PvP
  3. Advanced PvP
  4. Ranked
  5. Competitive seasons

PvP is teased throughout the main game as the cultural backdrop the Unchained oppose. It arrives after the full story is playable.


Phase 6 — AI Breeding / Cosmetics

  • Controlled AI-assisted sprite variants for mutations and hybrids
  • Cosmetic system

Phase 7 — Marketplace + Ranked Seasons

  • Player economy (marketplace)
  • Ranked competitive seasons
  • Season-specific rewards

Localisation

Multi-language support arrives between Phase 2 (full story) and Phase 5 (PvP).

All strings must be externalised from Phase 0 — no hardcoded display text.