Roadmap
Where we have been and where we are going. Updated as milestones complete.
M0 — Foundation (Complete)
- ✓ Hex grid map generation with 9 biomes
- ✓ Basic unit movement and combat
- ✓ City founding and population growth
- ✓ Resource system (10 resource types)
- ✓ Turn-based tick loop
M1 — Core Systems (Complete)
- ✓ All 42 building types implemented
- ✓ 39 unit kinds across 3 tiers
- ✓ Combat system: morale, flanking, terrain, siege
- ✓ Economy: income, trade, food, housing
- ✓ Fog of war and visibility
M2 — Depth (Complete)
- ✓ Six doctrine trees, 5 tiers each, all capstones
- ✓ Hero system: recruitment, ability picks, artifacts
- ✓ Magic: all five domains live — Arcane, Divine, Nature, Chaos, Necromantic (36 spells)
- ✓ Faith: sanctification, crusades, divine intervention
- ✓ Naval units: warships, galleons, transports
- ✓ Victory conditions: all 7 paths functional
- ✓ Formation combat effects (11 formations)
- ✓ Terrain movement costs (per-biome, per-unit)
- ✓ Dice-based combat with full modifier chain
- ✓ Combine-style Law/Chaos effects, triple hybrid doctrines, meta-doctrine, ley lines
M3 — Presentation (Complete)
- ✓ 3D terrain: extruded hexes, scatter props (trees/rocks), snow caps, water depth
- ✓ Unit art in 3D — voxel, smooth and modelled detail levels, painted textures and faces
- ✓ Audio: 74 sound files, crossfading music + ambient, synth fallback mode
- ✓ Minimap with click-to-navigate, player colors, fog of war
- ✓ Fog-of-war unit visibility filtering
- ✓ Camera auto-focus with smooth lerp
- ✓ Victory screen components (banner, post-victory summary, progress HUD)
- ✓ Unit selection tray
- ✓ Road and bridge rendering (InstancedMesh infrastructure layer)
- ✓ Moat ring around fortified cities
- ✓ Marketing site (this page) with email signup
- ✓ A light theme that reaches every floating surface, not just the page
- ✓ Treaty, marriage and merchant offers wait on the Diplomacy tab after their toast fades
- ✓ An accessibility pass: labelled controls, live-region offers, reduced-motion fades
M3.5 — The Sea, Treaties & Royal Houses (Complete)
- ✓ Sea market: ships sail and trade, foreign merchant houses make offers, attacking one costs standing
- ✓ Pirate raids on laden trade ships; fleets sail as one unit (engine)
- ✓ Treaties you can play: peace, pact, alliance, declare war, with honor at stake
- ✓ Royal Houses: courts, 68 painted portraits, marriages that bind alliances, AI that weighs them — a preset of its own
- ✓ Native iPad / iPhone shell in closed TestFlight testing
M3.6 — Convoys, Captors & Rescue (Shipped in the engine)
- ✓ Royals travel in escorted convoys, by land or by ship
- ✓ Capture, ransom, hold, execute or release — and pirates and bandits who always ransom
- ✓ Rescue by spy, by raiding party, by escape
M3.7 — Captors & Rescue in the Client (Complete)
- ✓ Captor dialogue: Ransom, Hold, Execute, Release
- ✓ Rescue by spy, by raiding party, or by escape
- ✓ A Missions tab with your posts, your captives and the captives taken from you
M3.8 — Generations (Complete)
- ✓ Royals are born, age through four stages of portrait, and die of age
- ✓ The house mourns; the eldest succeeds a dead head
- ✓ A dead line adopts a cousin; a childless court adopts too
- ✓ Births, deaths and mourning run in game years, on a calendar you choose
- ✓ A marriage may cross a pact, and an accepted marriage seals it into an alliance
M3.9 — Espionage (Complete)
- ✓ A spy watches a named city and reports on that city
- ✓ Sabotage, poison, assassination — and blaming another house for it
- ✓ The defence: counter-spies, sweeping for hidden agents, seeing through a frame
M3.10 — Online Multiplayer (Live)
- ✓ A ranked queue with ratings, quickplay, and custom lobbies
- ✓ An authoritative match server; the clients send intents
- ✓ Spectators, a replay, and a viewer that runs a few seconds behind
- ✓ Two-team modes
- ✓ AI seats with roles, and a token-gated function API an outside agent can drive
M3.11 — Convoys on the Map (Planned)
- • Show a convoy on the map and its escort
- • Fleet orders and escort combat
M4 — Polish & Launch (Planned)
- ✓ 2D sprite textures for UI panels
- ✓ Shader refinement: biome edge blending, water animation
- ✓ AI image-generated terrain textures
- ✓ Game balance pass across all units and doctrines
- ✓ Performance optimization for large maps
- ✓ Closed alpha playtest
- ✓ Steam page and trailer