## Executive Snapshot

Agrarian is still in the Foundational Survival MVP phase, but the plan now clearly spans the full arc: foundation, survival, homesteading, social civilization, generational play, governments, dynamic collapse/recovery, Earth-scale expansion, industrial automation, orbital systems, and the interplanetary frontier.

Current FocusPersistence MVP, UI/UX, audio/atmosphere, QA gates, and knowledge/skill foundation after completing core survival, shelter, wildlife, and basic multiplayer work.
Investor Demo RealityThe current demo proves systems first. Realistic graphics, character presentation, scalable rendering tiers, and optional ray tracing are tracked before production polish.
Multiplayer Host`play.agrariangame.com:7777` is available through the current headless Linux fallback; true dedicated server packaging is tracked under build/release hardening.
Long-Term NPC DirectionFamily, community NPCs, offline stewardship, and proprietary AI simulation research are now explicitly represented across later milestones.

## All Version Milestones

### Version 0.01 - Project Foundation And Guardrails

complete

123 complete / 0 remaining tracked items.

### Version 0.1 - Foundational Survival MVP

193/262 done

193 complete / 69 remaining tracked items.

### Version 0.2 - Persistent Homesteading

1/78 done

1 complete / 77 remaining tracked items.

### Version 0.3 - Social Civilization Systems

not started

0 complete / 54 remaining tracked items.

### Version 0.4 - Generational Gameplay

not started

0 complete / 75 remaining tracked items.

### Version 0.5 - Governments And Civilization

not started

0 complete / 54 remaining tracked items.

### Version 0.6 - Dynamic Civilization Cycles

not started

0 complete / 38 remaining tracked items.

### Version 0.7 - Earth-Scale Expansion

not started

0 complete / 69 remaining tracked items.

### Version 0.8 - Industrial And Automation Era

not started

0 complete / 50 remaining tracked items.

### Version 0.9 - Orbital Foundations

not started

0 complete / 28 remaining tracked items.

### Version 1.0 - Interplanetary Frontier

not started

0 complete / 26 remaining tracked items.

## Near-Term Investor Notes

We are deliberately continuing through roadmap order instead of rushing a cosmetic-only pass. Realism remains a core requirement, but the durable gameplay loop comes first so later art work supports real systems instead of hiding placeholders.

- Fire spread from irresponsible open-flame placement is tracked as future gameplay, including grass, forest, shelter, and settlement fire risk.
- Ray tracing should be supported for high-end/cinematic presentation, but it should not be required for the default investor/tester experience.
- NPC and family behavior should evolve toward useful, emotionally aware, community-contributing agents over several milestones.

## Version 0.01 - Project Foundation And Guardrails

### 0.01.A Repository And Source Control

complete

- Decide where the Unreal project repository will live.
- Create or confirm GitHub repository for the Unreal project.
- Decide whether large assets use Git LFS.
- Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git.
- Create `.gitignore` for Unreal Engine.
- + 8 more tracked roadmap items

### 0.01.B Engine And Tooling Decisions

complete

Current tooling decisions: - Unreal Engine version: `5.7`.

- Confirm Unreal Engine version.
- Decide Blueprint-first, C++-first, or hybrid approach.
- Decide whether Gameplay Ability System is needed now or later. Decision: defer GAS until after the version 0.1 MVP survival foundation; keep current explicit replicated components for survival, inventory, crafting, interaction, movement, time, weather, resources, and building. Revisit when skills, combat, injuries, medicine, equipment effects, professions, and long-term status modifiers create enough repeated ability/effect logic to justify GAS.
- Decide networking model for MVP.
- Decide dedicated server target platform.
- + 9 more tracked roadmap items

### 0.01.C Design Documentation

complete

- Create game design document.
- Create technical design document.
- Create multiplayer/networking design document.
- Create persistence design document.
- Create Earth-scale terrain/tile streaming design document.
- + 11 more tracked roadmap items

### 0.01.D Project Structure

complete

- Organize `Content/Agrarian/` root folder.
- Create folders for Characters.
- Create folders for Environment.
- Create folders for Items.
- Create folders for UI.
- + 10 more tracked roadmap items

### 0.01.E MVP Definition

complete

- Define what qualifies as the 6-month MVP.
- Define what will not be included in MVP.
- Define target player count for MVP test.
- Select the real-world "Ground Zero" 1 km x 1 km MVP tile.
- Define target map size for MVP around the Ground Zero tile.
- + 10 more tracked roadmap items

### 0.01.F Operational Infrastructure

complete

- Stand up Unraid `DevBox` as shared project storage.
- Create and expose the `projects` SMB share.
- Add LAN name resolution for `DevBox`.
- Mount `\\DevBox\projects` on Ubuntu-Codex at `/mnt/projects`.
- Clone `pacificao/AgrarianGameBuild` to `/mnt/projects/AgrarianGameBulid`.
- + 17 more tracked roadmap items

### 0.01.G Earth-Scale Terrain Architecture

complete

Long-term goal: Agrarian can eventually expand toward an Earth-scale world made from real terrain and ocean data. The intended unit is a 1 km x 1 km tile. At

- Define canonical tile coordinate system for 1 km x 1 km world tiles.
- Decide how latitude/longitude maps to Unreal coordinates and World Partition cells.
- Decide how to handle projection distortion, poles, and dateline crossing.
- Define authoritative tile manifest schema.
- Define tile status states: unknown, queued, source-data-found, generated, validated, packaged, published, deprecated.
- + 23 more tracked roadmap items

## Version 0.1 - Foundational Survival MVP

### 0.1.A Core Player Foundation

complete

- Create base player character class.
- Create player controller.
- Create camera setup.
- Decide first-person, third-person, or hybrid camera. Decision: hybrid camera with third person as default and optional first-person toggle.
- Implement first/third-person camera toggle.
- + 14 more tracked roadmap items

### 0.1.B Character Stats

complete

- Create stat component.
- Add health.
- Add stamina.
- Add hunger.
- Add thirst.
- + 11 more tracked roadmap items

### 0.1.C Time, Weather, And Environment Pressure

complete

- Create world time system.
- Add day/night cycle.
- Add configurable time scale.
- Set default server time scale to `4 real hours = 1 in-game day`.
- Add real local time-zone and sunrise/sunset lookup for Ground Zero by latitude/longitude. Added tile-aware solar metadata to `AAgrarianGameState`, Ground Zero Pacifica defaults, local sunrise/sunset/solar-noon/day-length approximation, replicated solar state, `IsNight` based on active tile solar bounds, and a repeatable registry-driven solar metadata generator that skips placeholder/unknown tiles.
- + 21 more tracked roadmap items

### 0.1.D Single Biome MVP Map

complete

and Unreal Insights CPU scopes for authoritative game-state time/weather ticking, survival ticking, sky-light refresh, weather-audio refresh, foliage

- Choose Ground Zero real-world 1 km x 1 km MVP tile.
- Choose MVP biome based on Ground Zero location.
- Link Ground Zero tile coordinates to real-world weather lookup coordinates. Added explicit Ground Zero `weather_lookup_metadata` with tile-center latitude `37.5925`, longitude `-122.4995`, Open-Meteo primary routing, NOAA/NWS fallback eligibility, manifest generation support, registry/schema documentation, and a verifier so future source-backed tiles use declared lookup metadata instead of one-off hard-coded coordinates.
- - [~] Create playable test map.
- Add terrain base from real elevation data.
- + 21 more tracked roadmap items

### 0.1.E Inventory System

complete

the MVP contract for stable item definitions, runtime/save-game item stacks, server-authoritative replicated inventory components, persistence, carry

- Design inventory data model. Added `Docs/InventoryDataModel.md` to lock
- Create item definition data asset.
- Create item stack structure.
- Create inventory component.
- Add item pickup. Added native `AAgrarianItemPickup` interactable world
- + 9 more tracked roadmap items

### 0.1.F Gathering And Resources

complete

`BP_StoneResourceNode`, placed in the Ground Zero resource pass, and covered by focused stone-resource verification.

- Create resource node base class.
- Add wood resource.
- Add stone resource. Stone is defined as `DA_Item_Stone`, exposed through
- Add fiber resource.
- Add edible plant resource. Added `BP_EdiblePlantResourceNode` as a
- + 7 more tracked roadmap items

### 0.1.G Primitive Crafting

complete

data assets, using wood, fiber, and hide as MVP ingredients for later placed-storage/container systems.

- Design recipe data model.
- Create recipe data assets.
- Implement recipe validation.
- Implement crafting queue or instant crafting.
- Add primitive tool recipe.
- + 8 more tracked roadmap items

### 0.1.H Fire System

complete

clears fuel, turns off replicated lit state, and reuses the fire visual update path used by natural fuel depletion.

- Create fire actor.
- Add fuel amount.
- Add ignition interaction.
- Add extinguish logic. Added native campfire extinguish support that
- Add warmth radius.
- + 7 more tracked roadmap items

### 0.1.I Shelter Building

complete

players gather natural materials, craft primitive frame/wall/roof panel parts, combine them into one placeable primitive shelter, and place that

- Decide MVP building style. MVP shelter building uses a crafted-kit style:
- Create build placement mode.
- Add ghost preview. The building placement component now exposes preview
- Add placement validation.
- Add basic shelter piece.
- + 9 more tracked roadmap items

### 0.1.J Injury And Basic Survival Consequences

complete

`BleedingSeverity`, applies lightweight health/exhaustion pressure while bleeding, adds bleeding from generic injuries, exposes add/reduce hooks, and

- Add generic injury state.
- Add bleeding placeholder. Survival now tracks replicated
- Add sprain or movement penalty placeholder. Survival now tracks replicated
- Add cold exposure damage.
- Add starvation damage.
- + 6 more tracked roadmap items

### 0.1.K Wildlife Prototype

complete

spawn manager actor with configurable wildlife class, initial spawn count, max active population, spawn radius, respawn interval, and optional navigation

- Choose MVP wildlife species.
- Create wildlife base pawn.
- Add simple AI wander.
- Add flee behavior.
- Add aggression behavior if needed.
- + 7 more tracked roadmap items

### 0.1.L Basic Multiplayer

complete

`AgrarianGameServer` Linux server target and Windows cross-compile package script already exist, then added a reusable Ubuntu gameplay-server bootstrap

- Confirm listen server vs dedicated server for MVP. Decision: listen server is acceptable for quick internal testing, but dedicated server is the preferred closed-test target.
- Create dedicated server build target if needed. Confirmed the
- Add server travel flow. Added an allowlisted `AgrarianServerTravel
- Define server authority over streamed terrain tiles.
- Define server response when a client requests a missing tile.
- + 11 more tracked roadmap items

### 0.1.M Persistence MVP

4/18 done

- Decide MVP persistence scope.
- Decide what tile metadata is stored in save data vs external tile registry.
- Save player identity.
- Save player stats.
- Save long-term character care history placeholders without applying aging gameplay yet.
- + 13 more tracked roadmap items

### 0.1.N MVP UI And UX

not started

- Add main menu placeholder.
- After splash/startup screens, land on an MVP character selection landing page.
- Let players choose a realistic young adult male or female character with average proportions for the MVP.
- Add join server screen.
- Add loading screen.
- + 8 more tracked roadmap items

### 0.1.O MVP Audio And Atmosphere

not started

- Add ambient biome audio.
- Add footstep placeholders.
- Add gathering sounds.
- Add fire sounds.
- Add unattended and poorly maintained fire risk for campfires and other open-flame sources.
- + 12 more tracked roadmap items

### 0.1.P MVP QA Gates

not started

- Can launch packaged client.
- Can launch server.
- Can connect two clients.
- Can gather resources.
- Can craft a fire.
- + 7 more tracked roadmap items

### 0.1.Q Knowledge And Skill Foundation

not started

---

- Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure.
- Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.
- Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes.
- Define how practical experience grows through use, repetition, mistakes, and recovery from failure.
- Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification.
- + 9 more tracked roadmap items

## Version 0.2 - Persistent Homesteading

### 0.2.A Land And Claiming

not started

- Design land claim philosophy.
- Define claim size limits.
- Define claim cost or effort.
- Implement claim marker.
- Implement claim ownership.
- + 5 more tracked roadmap items

### 0.2.B Farming

not started

- Design soil model.
- Add basic soil quality.
- Add moisture.
- Add crop data assets.
- Add planting interaction.
- + 11 more tracked roadmap items

### 0.2.C Domestication

not started

- Choose first domestic animal.
- Add taming concept.
- Add feeding.
- Add containment.
- Add animal health.
- + 7 more tracked roadmap items

### 0.2.D Storage And Preservation

not started

- Add storage containers.
- Add container permissions.
- Add spoilage timer.
- Add preserved food item.
- Add drying/smoking/salting placeholder.
- + 4 more tracked roadmap items

### 0.2.E Permanent Structures

not started

- Expand building pieces.
- Add foundation.
- Add walls.
- Add roof.
- Add door.
- + 6 more tracked roadmap items

### 0.2.F Simple Economy

1/8 done

- Add barter container.
- Add simple trade UI.
- Add ownership transfer.
- Add local price notes if needed.
- Add AGR placeholder integration planning.
- + 3 more tracked roadmap items

### 0.2.G Homesteading Knowledge Progression

not started

- Define early profession paths: farmer, herder, carpenter, mason, cook, medic, hunter, fisher, trapper, trader, and scout.
- Add learning-by-doing bonuses for routine homestead work without letting repetition replace core understanding.
- Add simple manuals, oral tips, and settlement notes as discoverable teaching objects.
- Add household teaching rules for passing practical knowledge to family or trusted settlement members.
- Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury.
- + 1 more tracked roadmap items

### 0.2.H Household Task And Helper Foundations

not started

---

- Define the first household helper data model: identity, relationship to player, home location, needs, trust, simple role, allowed work radius, and safe storage access.
- Add task reservation records for gather, haul, store, cook, tend fire, repair, watch, and rest so future NPCs do useful work without duplicating player actions.
- Add safe-zone and danger-zone concepts for where family/helper characters may act without direct supervision.
- Add server-authoritative household task selection using utility scores for hunger, thirst, fatigue, weather, danger, available tools, local resources, and household priorities.
- Add simple helper work reports so players can see what was gathered, consumed, protected, repaired, or failed while they were away.
- + 1 more tracked roadmap items

## Version 0.3 - Social Civilization Systems

### 0.3.A Identity And Reputation

not started

- Add player display identity.
- Add household/family name placeholder.
- Add reputation records.
- Add local reputation display.
- Add reputation event logging.
- + 3 more tracked roadmap items

### 0.3.B Trade And Contracts

not started

- Design direct trade flow.
- Add secure trade window.
- Add barter offer records.
- Add basic contract data model.
- Add delivery contract.
- + 4 more tracked roadmap items

### 0.3.C Crime And Consequences

not started

- Define theft rules.
- Define trespassing rules.
- Define property damage rules.
- Add crime event logs.
- Add witness/local knowledge concept.
- + 3 more tracked roadmap items

### 0.3.D Local Governance

not started

- Add group/settlement entity.
- Add membership.
- Add roles.
- Add permissions.
- Add voting placeholder.
- + 3 more tracked roadmap items

### 0.3.E Migration And Frontier

not started

- Design migration pressure model.
- Add spawn region variation.
- Add new frontier spawn logic.
- Add abandoned settlement discovery.
- Add map hints for settlement density.
- + 1 more tracked roadmap items

### 0.3.F Apprenticeships, Schools, And Local Expertise

not started

- Add apprenticeship agreements between players, families, guilds, or settlements.
- Add mentor effectiveness based on knowledge depth, practical experience, communication skill, reputation, and available tools.
- Add local expert roles for healers, builders, farmers, smiths, navigators, teachers, and administrators.
- Add settlement knowledge records for who can teach which topics.
- Add skill reputation and proof-of-work records for contracts and leadership roles.
- + 3 more tracked roadmap items

### 0.3.G Community NPC Behavior Foundation

not started

---

- Define community NPC archetypes for family members, settlers, apprentices, specialists, travelers, traders, guards, healers, teachers, and dependents.
- Add shared behavior inputs for physical needs, emotional state, social trust, fear, grief, loyalty, fatigue, skill confidence, danger, weather, hunger, and shelter quality.
- Add relationship-aware interactions between NPCs and players: greeting, helping, refusing, teaching, asking for aid, trading, warning, reporting danger, and seeking shelter.
- Add local memory records for important events: helped, harmed, rescued, taught, betrayed, fed, abandoned, injured, protected, or witnessed.
- Add community role assignment rules so NPCs choose useful work based on ability, need, reputation, household permission, tools, and settlement priorities.
- + 2 more tracked roadmap items

## Version 0.4 - Generational Gameplay

### 0.4.A Aging And Lifespan

not started

- Define time scale for aging.
- Add character age.
- Add age categories.
- Add stat changes by age.
- Add skill efficiency changes by age.
- + 9 more tracked roadmap items

### 0.4.B Family And Relationships

not started

- Add relationship model.
- Add household model.
- Add spouse/partner placeholder.
- Add children system design.
- Add NPC vs player descendant decision.
- + 2 more tracked roadmap items

### 0.4.C Knowledge Inheritance

not started

- Define knowledge categories.
- Add knowledge acquisition.
- Add teaching interaction.
- Add apprenticeship.
- Add inherited knowledge rules.
- + 15 more tracked roadmap items

### 0.4.D Inheritance

not started

- Add estate model.
- Add property inheritance rules.
- Add item inheritance rules.
- Add claim inheritance.
- Add settlement role inheritance.
- + 2 more tracked roadmap items

### 0.4.E Character Visual Aging And Condition

not started

- Define visual age stages for child, young adult, adult, mature adult, elder, and late elder if those stages are playable.
- Define skin aging rules: wrinkles, texture changes, sun/weather exposure, scars, illness marks, and complexion changes.
- Define hair aging rules: graying, thinning, facial hair changes, and style constraints by era/culture.
- Define body/posture aging rules: muscle mass, weight, gait, posture, frailty, and injury compensation.
- Define visual condition rules based on lifetime care quality, including hard living vs well-cared-for characters.
- + 5 more tracked roadmap items

### 0.4.F Family Agency And Emotional Life

not started

- Define family-member autonomy levels: dependent, helper, apprentice, adult contributor, elder advisor, and incapacitated.
- Add family daily rhythm rules for eating, sleeping, sheltering, learning, working, socializing, resting, and responding to danger.
- Add emotional state model for safety, grief, fear, attachment, resentment, pride, loneliness, confidence, and hope, driven by actual game events.
- Add family memory continuity across generations so children and descendants remember major household events, losses, teachers, migrations, disasters, and achievements.
- Add teach/learn interactions between player characters, family members, apprentices, and elders, including practical demonstration and oral instruction.
- + 4 more tracked roadmap items

### 0.4.G Offline Character Stewardship

not started

---

- Define logged-off player stewardship rules for a persistent real-time world.
- Let logged-off player characters contribute defensively and domestically from their last valid location, home, claim, or assigned settlement post without advancing exploration position.
- Allow limited offline actions such as watching a camp, helping defend a shelter, tending assigned fires, hauling nearby stored goods, basic repairs, and helping with routine household work.
- Prevent offline characters from discovering new map areas, learning new skills, completing major projects, making strategic choices, accepting risky travel, or gaining unfair progression.
- Add offline risk exposure so logged-off characters can still suffer from hunger, thirst, weather, fire, attack, neglect, disease, or unsafe orders if their household is poorly prepared.
- + 3 more tracked roadmap items

## Version 0.5 - Governments And Civilization

### 0.5.A Settlements To Cities

not started

- Add settlement progression metrics.
- Add population tracking.
- Add infrastructure tracking.
- Add settlement services.
- Add city designation.
- + 1 more tracked roadmap items

### 0.5.B Citizenship And Law

not started

- Add citizenship model.
- Add legal code records.
- Add local laws.
- Add permissions by law.
- Add court/dispute placeholder.
- + 1 more tracked roadmap items

### 0.5.C Taxation And Public Works

not started

- Add treasury model.
- Add tax rules.
- Add public storage.
- Add road funding.
- Add public building funding.
- + 1 more tracked roadmap items

### 0.5.D Diplomacy

not started

- Add settlement relations.
- Add alliances.
- Add trade agreements.
- Add non-aggression pacts.
- Add war declaration.
- + 1 more tracked roadmap items

### 0.5.E Warfare

not started

- Define combat scale.
- Add weapon progression.
- Add armor progression.
- Add siege placeholder.
- Add territory conflict rules.
- + 2 more tracked roadmap items

### 0.5.F Public Education, Professions, And Certification

not started

- Add public schools, academies, guilds, universities, libraries, laboratories, hospitals, workshops, and proving grounds as settlement institutions.
- Add licensing/certification systems for high-risk roles such as doctor, engineer, pilot, heavy equipment operator, power operator, explosives handler, and public official.
- Add standardized curricula controlled by settlements or governments.
- Add professional ethics, malpractice, negligence, and public safety consequences.
- Add civil engineering knowledge for roads, bridges, water systems, sanitation, drainage, public buildings, and urban planning.
- + 10 more tracked roadmap items

### 0.5.G Settlement Labor, Care, And Community Schedules

not started

---

- Add settlement work boards for assigning recurring jobs to families, NPCs, apprentices, and logged-off player characters within explicit permissions.
- Add community schedules for planting, harvesting, cooking, watch duty, maintenance, schooling, medical care, public works, and emergency response.
- Add dependent-care systems for children, elders, injured characters, sick characters, and disabled characters.
- Add labor fairness and morale rules so communities that overwork or neglect people lose trust, productivity, and stability.
- Add player and NPC leadership tools for prioritizing work without micromanaging every individual.
- + 3 more tracked roadmap items

## Version 0.6 - Dynamic Civilization Cycles

### 0.6.A Environmental Sustainability

not started

- Add soil exhaustion.
- Add crop rotation benefits.
- Add deforestation tracking.
- Add wildlife population tracking.
- Add water stress.
- + 2 more tracked roadmap items

### 0.6.B Disease And Hardship

not started

- Add disease model.
- Add spread rules.
- Add sanitation concept.
- Add medicine progression.
- Add famine conditions.
- + 1 more tracked roadmap items

### 0.6.C Infrastructure Decay

not started

- Add road decay.
- Add building decay.
- Add bridge decay.
- Add maintenance actions.
- Add ruin state.
- + 1 more tracked roadmap items

### 0.6.D Collapse And Frontier Renewal

not started

- Add settlement instability metrics.
- Add migration waves.
- Add abandoned settlement transformation.
- Add frontier emergence rules.
- Add new player frontier assignment.

### 0.6.E Medicine, Ecology, And Resilience Knowledge

not started

- Add public health knowledge for sanitation, clean water, waste handling, quarantine, nutrition, vaccination if era-appropriate, and disease surveillance.
- Add medical science progression from first aid and herbal care through anatomy, physiology, pathology, clinical diagnosis, surgery support, pharmacology, epidemiology, mental health, rehabilitation, and hospital operations.
- Add nursing, emergency medicine, veterinary medicine, dentistry, maternal care, pediatrics, geriatrics, occupational health, and medical logistics knowledge.
- Add ecology knowledge for soil recovery, watershed health, forest management, habitat restoration, carrying capacity, and sustainable harvesting.
- Add disaster preparedness knowledge for fire, flood, drought, storm, famine, disease outbreak, infrastructure failure, and evacuation planning.
- + 3 more tracked roadmap items

### 0.6.F NPC Hardship, Adaptation, And Recovery

not started

---

- Add long-term stress and trauma responses for famine, violence, disease, death, abandonment, disaster, forced migration, and repeated unsafe work.
- Add recovery pathways through safety, food security, family care, medicine, rest, ritual, community trust, education, and meaningful work.
- Add crisis behavior such as fleeing, sheltering, hoarding, helping, freezing, panicking, bargaining, or seeking leadership based on personality, training, trust, and danger.
- Add community memory of major crises so future decisions, migration pressure, family stories, and institutional priorities reflect lived history.
- Add generational effects from hardship and stability without making characters deterministic or permanently ruined.
- + 1 more tracked roadmap items

## Version 0.7 - Earth-Scale Expansion

### 0.7.A Terrain And World Partition

not started

- Evaluate Unreal World Partition.
- Define real terrain generation pipeline.
- Define real bathymetry/ocean-depth generation pipeline.
- Define hand-authored vs procedural balance.
- Define 1 km tile package format.
- + 13 more tracked roadmap items

### 0.7.B Biome Diversity

not started

- Derive biome candidates from real-world land-cover, climate, elevation, and water data.
- Add forest biome.
- Add plains biome.
- Add mountain biome.
- Add wetland biome.
- + 5 more tracked roadmap items

### 0.7.C Logistics And Transportation

not started

- Keep walking and running speeds close to real-world human pace.
- Keep animal travel speeds close to real-world animal pace.
- Define terrain slope, vegetation, mud, snow, water, injury, fatigue, age, strength, endurance, hunger, thirst, and carried weight modifiers for travel speed.
- Add roads.
- Add carts.
- + 11 more tracked roadmap items

### 0.7.D Continental Economy

not started

- Add regional scarcity.
- Add market hubs.
- Add transport contracts.
- Add tariffs or taxes.
- Add price history.
- + 5 more tracked roadmap items

### 0.7.E Tile Operations At Scale

not started

- Define tile generation queue.
- Define tile publish queue.
- Define tile validation dashboard.
- Define operator tools for seeing generated, missing, stale, and failed tiles.
- Define player-demand driven tile prioritization.
- + 4 more tracked roadmap items

### 0.7.F Earth-Scale Field Science And Resource Knowledge

not started

---

- Add surveying and cartography knowledge for accurate coordinates, tile boundaries, elevation, slope, hydrology, and route planning.
- Add geology knowledge for likely mineral resources, soil parent material, rock types, groundwater, caves, hazards, and mining prospects.
- Add hydrology knowledge for rivers, wetlands, aquifers, floodplains, irrigation, erosion, and drinking water risk.
- Add climatology and meteorology knowledge for regional weather, seasons, wind, storms, drought, snowpack, and agricultural planning.
- Add botany, forestry, and ecology knowledge for biome-specific plants, timber, wild foods, medicinal plants, invasive pressure, and regeneration.
- + 3 more tracked roadmap items

## Version 0.8 - Industrial And Automation Era

### 0.8.A Industrial Materials

not started

- Add mining progression.
- Add ore processing.
- Add metallurgy.
- Add machine parts.
- Add fuel types.
- + 5 more tracked roadmap items

### 0.8.B Power Systems

not started

- Add mechanical power.
- Add water power.
- Add steam power.
- Add electrical power.
- Add power grid rules.
- + 3 more tracked roadmap items

### 0.8.C Production Chains

not started

- Add workshops.
- Add factories.
- Add production queues.
- Add labor requirements.
- Add logistics bottlenecks.
- + 7 more tracked roadmap items

### 0.8.D Automation And Robotics

not started

- Add automation control concept.
- Add basic machine workers.
- Add robotics progression.
- Add AI-assisted labor.
- Add safety/failure risks.
- + 2 more tracked roadmap items

### 0.8.E Proprietary AI Simulation Research

not started

- Define an AI privacy policy for gameplay: no private world state, player history, unreleased design, or proprietary economy data leaves controlled infrastructure for core behavior.
- Research local or self-hosted model options for optional narrative flavor, summarization, dialogue variation, tutoring, and planning assistance without depending on third-party inference.
- Keep core NPC decisions deterministic and inspectable through utility AI, behavior trees, state trees, planners, or GOAP-style task systems before adding model-generated flavor.
- Define model boundaries: AI may suggest dialogue, summaries, and candidate plans, but server rules decide legal actions, resource use, movement, safety, combat, learning, and economy outcomes.
- Add an AI memory compression design that turns raw events into compact private character memories, family stories, settlement history, and teaching notes.
- + 3 more tracked roadmap items

### 0.8.F Advanced Engineering And Energy Education

not started

---

- Add engineering education paths for mechanical, civil, electrical, chemical, industrial, environmental, agricultural, biomedical, nuclear, aerospace, software, and systems engineering.
- Add design-review mechanics for complex machines, structures, power plants, factories, medical systems, transportation networks, and public infrastructure.
- Add failure investigation loops where players learn from breakdowns, accidents, low yield, overload, corrosion, fatigue, contamination, and operator error.
- Add team competency requirements for high-risk builds so major infrastructure depends on multiple trained characters, not one unlocked recipe.
- Add early nuclear science literacy as a long-term branch: atoms, radiation, shielding, fission basics, reactor safety, waste handling, and regulatory controls.

## Version 0.9 - Orbital Foundations

### 0.9.A Astronomy And Knowledge

not started

- Add astronomy observations.
- Add observatory building.
- Add star charts.
- Add orbital mechanics knowledge.
- Add education requirements.
- + 3 more tracked roadmap items

### 0.9.B Launch Infrastructure

not started

- Add advanced materials.
- Add fuel production.
- Add launch site construction.
- Add rocket components.
- Add launch preparation.
- + 5 more tracked roadmap items

### 0.9.C Orbital Gameplay

not started

- Add orbital object model.
- Add satellites.
- Add communications benefits.
- Add navigation benefits.
- Add orbital maintenance.

### 0.9.D Research Institutions And Advanced Science

not started

---

- Add observatories, universities, laboratories, proving grounds, launch ranges, wind tunnels, reactors or simulator facilities, and mission control centers.
- Add research programs that require funding, specialists, instruments, materials, power, safety approvals, tests, failures, and published findings.
- Add advanced question banks and practical exams for orbital mechanics, rocket science, nuclear physics, materials science, avionics, life support, and mission planning.
- Add simulation and prototype testing so players can learn before risking major resources or lives.
- Add ethical and safety governance for dangerous research, weapons-adjacent technology, radiation, launch debris, and public risk.

## Version 1.0 - Interplanetary Frontier

### 1.0.A Interplanetary Travel

not started

- Add spacecraft design.
- Add fuel logistics.
- Add life support.
- Add navigation.
- Add travel windows.
- + 1 more tracked roadmap items

### 1.0.B Colony Logistics

not started

- Add colony founding.
- Add supply chains.
- Add habitat construction.
- Add resource extraction.
- Add communication delay if desired.
- + 1 more tracked roadmap items

### 1.0.C Multi-World Persistence

not started

- Add planetary world records.
- Add orbital economy.
- Add interplanetary trade.
- Add settlement history across worlds.
- Add long-term expansion governance.

### 1.0.D Offworld Knowledge And Colonization Science

not started

---

- Add life support knowledge for atmosphere, pressure, oxygen, carbon dioxide removal, water recycling, food loops, waste processing, and emergency repair.
- Add space medicine knowledge for radiation, low gravity, isolation, injury care, nutrition, infection control, and long-duration health.
- Add closed-loop agriculture knowledge for hydroponics, aeroponics, soil substitutes, lighting, pollination, nutrient balance, and genetic diversity.
- Add planetary geology and resource utilization knowledge for prospecting, mining, refining, construction materials, ice extraction, and in-situ fuel production.
- Add offworld construction knowledge for habitats, shielding, pressure vessels, thermal control, foundations, dust management, and maintenance.
- + 4 more tracked roadmap items

## Cross-Cutting Technical Tracks

### A. Networking

not started

- Define server authority rules.
- Define replication ownership rules.
- Define relevancy strategy.
- Define bandwidth budget.
- Create multiplayer test maps.
- + 5 more tracked roadmap items

### B. Persistence And Database

5/20 done

- Define what lives in Unreal save files.
- Define what lives in external database.
- Define player account model.
- Define world state model.
- Define global tile registry data model for roughly 510-520 million potential 1 km tiles.
- + 15 more tracked roadmap items

### C. Accounts And Authentication

not started

- Decide account provider.
- Decide Steam account integration timing.
- Add local dev auth placeholder.
- Add account identity model.
- Add character ownership model.
- + 2 more tracked roadmap items

### D. AGR Integration

complete

- Define what AGR does in MVP.
- Define what AGR does not do in MVP.
- Decide custodial vs non-custodial game wallet approach.
- Define testnet/devnet flow.
- Define transaction confirmation rules.
- + 5 more tracked roadmap items

### E. Admin And Moderation

not started

- Add admin login/auth.
- Add server console commands.
- Add teleport command.
- Add item grant command.
- Add player kick/ban command.
- + 5 more tracked roadmap items

### F. Security And Abuse Prevention

not started

- Define trust boundaries.
- Keep server authoritative.
- Validate all client requests.
- Add rate limits where needed.
- Add anti-cheat research track.
- + 6 more tracked roadmap items

### G. Performance

not started

- Define minimum target hardware.
- Define client FPS targets.
- Define server tick targets.
- Define memory budgets.
- Define actor count budgets.
- + 9 more tracked roadmap items

### H. Art Direction

not started

- Define visual tone as grounded realism first: believable terrain, foliage, human characters, materials, lighting, weathering, and survival objects rather than stylized placeholder art.
- Define investor and tester rendering tiers: compatibility/default, recommended, and cinematic.
- Support ray tracing as an optional cinematic/high-end mode for lighting, shadows, reflections, and atmosphere, but never require it for baseline gameplay or visual readability.
- Ensure the non-ray-traced default renderer remains visually credible on common investor, tester, and remote-session hardware.
- Prioritize authentic real-world biome materials, terrain color, vegetation density, water, fire, smoke, weather, shelters, tools, and resource assets when replacing placeholders.
- + 10 more tracked roadmap items

### I. Audio Direction

not started

- Define ambient audio style.
- Define weather audio style.
- Define wildlife audio style.
- Define UI sound style.
- Define music philosophy.
- + 3 more tracked roadmap items

### J. QA And Testing

not started

- Create smoke test checklist.
- Create multiplayer test checklist.
- Create persistence test checklist.
- Create terrain tile import QA checklist.
- Create terrain seam QA checklist.
- + 10 more tracked roadmap items

### K. Build And Release Pipeline

9/17 done

`play.agrariangame.com:7777` headless Linux game/listen-server fallback with a true `AgrarianGameServer` Linux dedicated server package once we have a

- Define dev editor build process.
- Define internal test build process.
- Add repository storage policy and local storage audit script.
- Define closed alpha build process.
- Define dedicated server packaging. Replace the MVP
- + 12 more tracked roadmap items

### L. Storefront Development Distribution

not started

- Decide Steam development launch timing.
- Decide Epic Games Store development launch timing.
- Create Steamworks partner setup checklist.
- Create Epic Developer Portal setup checklist.
- Define internal, investor, closed tester, and public playtest build channels.
- + 8 more tracked roadmap items

### M. Community And Marketing

not started

- Keep agrariangame.com updated.
- Publish development updates.
- Collect launch list signups.
- Create Discord plan.
- Create devlog schedule.
- + 5 more tracked roadmap items

### N. NPC, Family, And Offline Simulation Intelligence

not started

---

- Define NPC intelligence architecture around server-authoritative utility scoring, behavior/state trees, task reservations, memory records, and deterministic simulation before any generative AI layer.
- Define a character memory schema for event facts, emotional weight, relationship impact, teaching history, trauma/recovery markers, obligations, promises, debts, and family stories.
- Define family and community simulation LOD: full behavior for nearby visible characters, reduced task simulation for settlement members, and ledger-based offline simulation for distant or logged-off characters.
- Define offline player simulation rules that allow local contribution and protection without exploration movement, major decision-making, unfair learning, or hidden progression.
- Define debug tools for explaining why an NPC chose a task, refused an order, helped someone, fled danger, taught a lesson, or consumed supplies.
- + 5 more tracked roadmap items

## Six-Month MVP Calendar

### Month 1 - Foundation

11/12 done

- - [~] Clean project structure.
- Confirm engine version.
- Set source control.
- Create base character.
- Create interaction system.
- + 8 more tracked roadmap items

### Month 2 - Survival Loop

8/9 done

- Add hunger.
- Add thirst.
- Add health.
- Add stamina.
- Add weather.
- + 6 more tracked roadmap items

### Month 3 - Shelter And Persistence

3/9 done

- Add building placement.
- Add primitive shelter.
- Add storage container.
- Add save/load for players.
- Add save/load for structures.
- + 4 more tracked roadmap items

### Month 4 - Multiplayer And Wildlife

2/9 done

- Add dedicated server build.
- Add join flow.
- Add replicated inventory validation.
- Add replicated building validation.
- Add wildlife prototype.
- + 4 more tracked roadmap items

### Month 5 - Homestead Seeds And Economy Planning

3/8 done

- Add land claim prototype.
- Add farming prototype if feasible.
- Add simple barter placeholder if feasible.
- Define AGR integration design.
- Define account/wallet bridge design.
- + 3 more tracked roadmap items

### Month 6 - Closed MVP Readiness

not started

---

- Stabilize server.
- Fix critical bugs.
- Optimize core map.
- Improve first 30 minutes of play.
- Add onboarding prompts.
- + 6 more tracked roadmap items

## Definition Of Done For The First Playable MVP

## Near-Term Next Actions

## Build Reference

- Roadmap source: AGRARIAN_DEVELOPMENT_ROADMAP.md
- Generated from commit: 5141202
- Latest investor metadata baseline still references: Investor Demo v0.1.L - Build 2026.05.18

Prepared for investor-facing review. This document summarizes the full roadmap and does not claim final art-quality presentation for the current build.