Project North Star
not started0 complete / 0 in-progress / 23 open.
- Civilization is built, not spawned.
- Legacy matters more than levels.
- History is never erased.
- The frontier always exists somewhere.
- Knowledge is the true progression system.
- + 18 more tracked roadmap items
Time And Progression Philosophy
1/10 done1 complete / 0 in-progress / 9 open.
- Use `4 real hours = 1 in-game day` as the MVP gameplay calendar target, while day/night presentation mimics the represented Earth region's local solar/weather context.
- The world does not get faster; the player gets better.
- Human-scale actions such as walking, gathering, chopping, fishing, hunting, hauling, crafting interaction time, and combat stay close to believable real-time pacing.
- Biological and seasonal systems such as crop growth, livestock maturity, pregnancy, spoilage, disease, healing, soil recovery, tree growth, and seasons use the Agrarian calendar.
- Skills should mostly improve efficiency, yield, quality, reliability, survival odds, and working capacity.
- + 5 more tracked roadmap items
Current Known Project Location
complete14 complete / 0 in-progress / 0 open.
- `AgrarianGame.uproject`
- `Source/`
- `Content/`
- `Config/`
- `Scripts/`
- + 9 more tracked roadmap items
Active Milestone - Version 0.01 Foundation Baseline
complete35 complete / 0 in-progress / 0 open.
- Created GitHub repository `pacificao/AgrarianGameBuild`.
- Imported the Unreal project into Git with Git LFS.
- Added Unreal-safe `.gitignore` and `.gitattributes`.
- Added Windows build and cleanup helper scripts.
- Removed stale `VisualStudioTools` plugin reference.
- + 30 more tracked roadmap items
0.01.A Repository And Source Control
complete13 complete / 0 in-progress / 0 open.
- 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
complete14 complete / 0 in-progress / 0 open.
- 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
complete16 complete / 0 in-progress / 0 open.
- 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
complete15 complete / 0 in-progress / 0 open.
- 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
complete15 complete / 0 in-progress / 0 open.
- 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
complete22 complete / 0 in-progress / 0 open.
- 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
complete28 complete / 0 in-progress / 0 open.
- 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
0.1.A Core Player Foundation
complete19 complete / 0 in-progress / 0 open.
- 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
complete16 complete / 0 in-progress / 0 open.
- Create stat component.
- Add health.
- Add stamina.
- Add hunger.
- Add thirst.
- + 11 more tracked roadmap items
0.1.C Time, Weather, And Environment Pressure
complete26 complete / 0 in-progress / 0 open.
- 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
24/26 done24 complete / 2 in-progress / 0 open.
- 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
complete14 complete / 0 in-progress / 0 open.
- 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
complete12 complete / 0 in-progress / 0 open.
- 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
complete13 complete / 0 in-progress / 0 open.
- 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
complete12 complete / 0 in-progress / 0 open.
- 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
complete14 complete / 0 in-progress / 0 open.
- 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
complete11 complete / 0 in-progress / 0 open.
- 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
complete12 complete / 0 in-progress / 0 open.
- 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
complete16 complete / 0 in-progress / 0 open.
- 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
complete18 complete / 0 in-progress / 0 open.
- Decide MVP persistence scope.
- Decide what tile metadata is stored in save data vs external tile registry.
- Save player identity. Player save records now keep a
- Save player stats. Player save records capture
- Save long-term character care history placeholders without applying
- + 13 more tracked roadmap items
0.1.N MVP UI And UX
complete13 complete / 0 in-progress / 0 open.
- Add main menu placeholder. Added native `UAgrarianMvpFrontendWidget` with a scalable painted main menu panel and local player-controller spawning so the MVP frontend has an owned placeholder instead of relying on template UI.
- After splash/startup screens, land on an MVP character selection landing page. The local player controller now opens the MVP frontend on `CharacterSelection`, and the native frontend widget paints a scalable character-selection landing page before gameplay.
- Let players choose a realistic young adult male or female character with average proportions for the MVP. Added a selectable MVP character archetype enum, visible selected state, keyboard selection, and `AgrarianSelectCharacter male|female` dev command while keeping both choices on the same MVP survival baseline until real character art arrives.
- Add join server screen. Added a native `JoinServer` frontend screen showing the selected character and `play.agrariangame.com:7777`, with keyboard flow from character selection and a dev command to display the screen directly.
- Add loading screen. Added a native `Loading` frontend screen with Ground Zero preparation copy, selected character/server context, a deterministic placeholder progress bar, and join-screen keyboard flow into loading.
- + 8 more tracked roadmap items
0.1.O Investor Visual MVP And Menu Polish
not started0 complete / 0 in-progress / 14 open.
- Reclassify the current investor demo as systems-first, not investor visual MVP, until the visual/menu quality gate below is complete.
- Replace the native painted MVP frontend with a proper UMG menu flow using real button widgets, hover/pressed states, keyboard/controller focus, mouse click targets, and predictable back/escape behavior.
- Make startup credits, character selection, server/join, loading, pause, save, and quit feel like separate intentional segments, with no impression that gameplay has started underneath the UI.
- Add a visually verified packaged-client startup test using Sunshine/Moonlight or another real GPU desktop capture path, because QEMU guest-agent screenshots cannot validate the interactive rendered desktop.
- Add first realistic playable character proxies for the selected young adult male and female archetypes, replacing the default mannequin/dummy presentation for investor builds.
- + 9 more tracked roadmap items
0.1.P MVP Audio And Atmosphere
not started0 complete / 0 in-progress / 17 open.
- 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.Q MVP QA Gates
not started0 complete / 0 in-progress / 13 open.
- Can launch packaged client.
- Can launch server.
- Can connect two clients.
- Can gather resources.
- Can craft a fire.
- + 8 more tracked roadmap items
0.1.R Knowledge And Skill Foundation
not started0 complete / 0 in-progress / 14 open.
- 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
0.2.A Land And Claiming
not started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 16 open.
- 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 started0 complete / 0 in-progress / 12 open.
- 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 started0 complete / 0 in-progress / 9 open.
- 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 started0 complete / 0 in-progress / 11 open.
- Expand building pieces.
- Add foundation.
- Add walls.
- Add roof.
- Add door.
- + 6 more tracked roadmap items
0.2.F Simple Economy
1/8 done1 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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
0.3.A Identity And Reputation
not started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 9 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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
0.4.A Aging And Lifespan
not started0 complete / 0 in-progress / 14 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 20 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 9 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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
0.5.A Settlements To Cities
not started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 15 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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
0.6.A Environmental Sustainability
not started0 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 5 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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
0.7.A Terrain And World Partition
0/18 done0 complete / 2 in-progress / 16 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 16 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 9 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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
0.8.A Industrial Materials
not started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 12 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 5 open.
- 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.
0.9.A Astronomy And Knowledge
not started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 5 open.
- Add orbital object model.
- Add satellites.
- Add communications benefits.
- Add navigation benefits.
- Add orbital maintenance.
0.9.D Research Institutions And Advanced Science
not started0 complete / 0 in-progress / 5 open.
- 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.
1.0.A Interplanetary Travel
not started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 6 open.
- 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 started0 complete / 0 in-progress / 5 open.
- 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 started0 complete / 0 in-progress / 9 open.
- 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
A. Networking
not started0 complete / 0 in-progress / 10 open.
- 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 done5 complete / 0 in-progress / 15 open.
- 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 started0 complete / 0 in-progress / 7 open.
- 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
complete10 complete / 0 in-progress / 0 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 11 open.
- 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 started0 complete / 0 in-progress / 14 open.
- 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 started0 complete / 0 in-progress / 15 open.
- 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 started0 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 15 open.
- 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 done9 complete / 0 in-progress / 8 open.
- 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 started0 complete / 0 in-progress / 13 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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 started0 complete / 0 in-progress / 10 open.
- 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
Month 1 - Foundation
11/13 done11 complete / 1 in-progress / 1 open.
- Clean project structure.
- Confirm engine version.
- Set source control.
- Create base character.
- Create interaction system.
- + 8 more tracked roadmap items
Month 2 - Survival Loop
8/11 done8 complete / 2 in-progress / 1 open.
- Add hunger.
- Add thirst.
- Add health.
- Add stamina.
- Add weather.
- + 6 more tracked roadmap items
Month 3 - Shelter And Persistence
3/9 done3 complete / 0 in-progress / 6 open.
- 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 done2 complete / 0 in-progress / 7 open.
- 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 done3 complete / 0 in-progress / 5 open.
- 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 started0 complete / 0 in-progress / 11 open.
- Stabilize server.
- Fix critical bugs.
- Optimize core map.
- Improve first 30 minutes of play.
- Add onboarding prompts.
- + 6 more tracked roadmap items
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