Roadmap

Development milestones from project foundation through open beta. Each phase builds on the previous, adding depth to the gameplay loop, the world, and the platform.

Phase 0

Foundation

Complete

Project scaffolding, monorepo setup, and core infrastructure. Next.js web app, Babylon.js game client skeleton, Colyseus server with basic room, and Supabase database schema with RLS policies.

  • Turborepo monorepo with pnpm workspaces
  • Next.js web app with auth, characters, and play launcher
  • Babylon.js scene initialization with PBR pipeline
  • Colyseus room with player join/leave and state sync
  • Supabase schema: users, characters, contracts tables
  • Subdomain architecture and middleware routing
Phase 1

Walking the World

In Progress

Basic movement, terrain rendering, and multiplayer presence. Players can move through a terrain chunk, see other players, and interact with the environment at a basic level.

  • WASD movement with server-authoritative position
  • Terrain chunk loading with heightmap and splat maps
  • Hardware-instanced trees and foliage
  • Player name plates and basic animation
  • Client-side interpolation for smooth remote player movement
  • Performance overlay (F3) for debugging
Phase 2

Ironvale Comes Alive

Planned

The town of Ironvale with NPCs, basic interaction, and the contract board. Players can accept contracts, talk to NPCs, and begin structured gameplay loops.

  • Ironvale town zone with buildings and interior spaces
  • NPC dialogue system with branching responses
  • Contract board: accept, track, complete, and turn-in
  • Basic inventory system
  • Town services: forge, healer, tavern, market
  • Day-night cycle with lighting transitions
Phase 3

Combat & Contracts

Planned

The core gameplay loop: accept contracts, venture into the wilderness, fight enemies, and return to town. Combat is action-based with weapon-specific movesets.

  • Melee combat: blade, staff attack combos
  • Ranged combat: bow aiming and projectile physics
  • Enemy AI: patrol, aggro, attack patterns, retreating
  • Dragon memory abilities tied to lineage choice
  • Contract types: hunt, escort, gather, explore
  • Death and respawn mechanics
Phase 4

Living World

Planned

The deed system, public events, and town evolution. Player actions have visible consequences — the town grows, the wilderness changes, and the community shapes the world.

  • Deed board: public record of player accomplishments
  • Town evolution based on collective player progress
  • Public events: invasions, trade caravans, festivals
  • Reputation system affecting NPC behavior
  • Player housing and town building contributions
  • World-state persistence across server restarts
Phase 5

Polish & Content

Planned

Content expansion, visual polish, audio, and the cosmetic shop. Preparing for a wider audience with stability, performance, and a complete new-player experience.

  • Additional zones: Wolfpine Woods, Ashroot Mine, The Old Road
  • Music and ambient sound design
  • Particle effects: fire, magic, weather
  • Cosmetic shop with direct pricing (no loot boxes)
  • Tutorial and onboarding flow for new players
  • Performance optimization pass for low-end hardware
Phase 6

Open Beta

Planned

Public release with full gameplay loop, multiple zones, and community features. Focus on server stability, anti-abuse measures, and player feedback integration.

  • Public access at thedracor.com
  • Horizontal scaling: multiple room instances
  • Moderation tools and reporting system
  • Analytics and telemetry for balancing
  • Community feedback pipeline
  • Ongoing live ops and content cadence