# Agrarian Development Roadmap This roadmap converts the Agrarian master vision into a practical, trackable development plan. It is intentionally broad and granular so the project can grow from a small playable Unreal prototype into a long-term persistent civilization platform without losing the original direction. ## Project North Star Agrarian is a persistent generational civilization simulator where players rebuild humanity through survival, stewardship, family, labor, trade, governance, and technological progress. The guiding question is: > What survives after you are gone? Core commitments: - [ ] 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. - [ ] AGR has both in-game and real-world community value. - [ ] No pay-to-win mechanics. - [ ] No seasonal wipes. - [ ] No loot boxes. - [ ] No fragmented DLC model. - [ ] Build the smallest strong survival foundation first. - [ ] Keep every system compatible with long-term persistence and generations. - [ ] Build toward an Earth-scale world made from real-world terrain tiles. - [ ] Keep travel paced by believable real-world movement, vehicles, terrain, and character condition. - [ ] Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps. - [ ] Keep base world time grounded; the world should progress without feeling artificially sped up. - [ ] Make player skill, tools, infrastructure, cooperation, and knowledge improve efficiency, yield, reliability, quality, and capacity rather than breaking natural biological time. ## Time And Progression Philosophy Baseline rule: - [x] 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. Design intent: - [ ] 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. - [ ] Skills should rarely shorten natural biological time directly. - [ ] Domesticated crops and livestock can require meaningful calendar time because hunting, gathering, fishing, scavenging, and primitive crafting remain available. - [ ] Early survival should feel hands-on, difficult, inefficient, and somewhat fragile. - [ ] Starting over should hurt because players lose knowledge, tools, stored food, seeds, livestock, shelter, infrastructure, claims, and local advantage. - [ ] Progression should move players from hand-gathered survival to tools, storage, domestication, farms, logistics, labor systems, trade, and industrial-scale production. ## Current Known Project Location Primary development repository: ```text git@github.com:pacificao/AgrarianGameBuild.git ``` Primary local Codex/server checkout: ```text /mnt/projects/AgrarianGameBulid ``` Ubuntu-Codex host: ```text 192.168.5.10 ``` Unraid project share: ```text \\DevBox\projects\AgrarianGameBulid ``` Windows build VM: ```text Windows-Builder / 192.168.5.12 ``` Codex headless editor build command: ```text UNRAID_PASSWORD= /home/nathan/bin/agrarian-build-editor ``` Important tracked project root files/folders: - [x] `AgrarianGame.uproject` - [x] `Source/` - [x] `Content/` - [x] `Config/` - [x] `Scripts/` - [x] `.gitignore` - [x] `.gitattributes` - [x] Roadmap and vision docs Important generated/local-only files/folders: - [x] `Binaries/` ignored - [x] `Intermediate/` ignored - [x] `Saved/` ignored - [x] `DerivedDataCache/` ignored - [x] `.vs/` ignored - [x] `*.sln` ignored and regenerated locally ## Roadmap Status Legend Use these markers as the project progresses: - `[ ]` Not started - `[~]` In progress - `[x]` Complete - `[!]` Blocked or needs decision - `[?]` Needs design decision --- # Milestone Flow And Current Focus Roadmap order is now: 1. Current milestone status and decision log. 2. Phase 0 foundation and guardrails. 3. Phase 1 foundational survival MVP. 4. Later gameplay, civilization, technical, release, and community tracks. 5. Calendar, MVP definition of done, and earliest next actions. Phase subsection numbers such as `0.1`, `0.2`, and `0.7` are workstream sections, not release versions. Release versions are tracked separately as milestones such as `0.01`, `0.1`, `0.6`, and `1.0`. ## Active Milestone - Version 0.01 Foundation Baseline Status: in progress. Purpose: establish the project in GitHub, prove Windows builds from a clean checkout, and create the first C++ gameplay foundation for survival, inventory, crafting, building, persistence, admin testing, wildlife, and early terrain pipeline planning. Major version 0.01 work already completed: - [x] Created GitHub repository `pacificao/AgrarianGameBuild`. - [x] Imported the Unreal project into Git with Git LFS. - [x] Added Unreal-safe `.gitignore` and `.gitattributes`. - [x] Added Windows build and cleanup helper scripts. - [x] Removed stale `VisualStudioTools` plugin reference. - [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`. - [x] Added replicated survival, inventory, interaction, crafting, building, persistence, admin/dev command, wildlife, time, and weather foundations. - [x] Added item definition and recipe data asset classes. - [x] Created first gameplay item and recipe assets. - [x] Created first resource, campfire, primitive shelter, wildlife, foliage, stone, and freshwater Blueprints. - [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder. - [x] Added Codex headless Windows build and Unreal Python automation lanes. - [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check. - [x] Added `IA_Interact`, bound it to keyboard/gamepad, and assigned it to the character Blueprint. - [x] Added smoke/automation coverage for gathering, crafting, placement, persistence, wildlife harvest, foliage, resources, and freshwater placement. - [x] Selected Ground Zero MVP terrain tile and added the first tile registry schema. - [x] Prototyped and imported real elevation data for the Ground Zero tile. - [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal. - [x] Set the packaged investor demo default map to Ground Zero. - [x] Added Agrarian Studio splash, startup movie, demo notice, motto, version, and copyright language. - [x] Built and smoke-tested a Windows Development packaged demo. Remaining version 0.01 cleanup before moving deeper into new gameplay: - [x] Decide whether to keep current Unreal template variants or remove unused starter variants. - [x] Decide whether to create/use a long-lived `dev` branch. Decision: do not use one yet; use `main` plus short-lived task branches until team size or release channels require a staging branch. - [x] Finish branch naming conventions. - [x] Finish commit message conventions. - [x] Define GitHub/LFS free-tier storage guardrails. - [x] Define backup expectations for NAS and repository. - [x] Implement Linastorage incremental project backup job. - [x] Implement quiesced VM backup job for Windows-Builder and Ubuntu-Codex. - [x] Create repeatable dedicated server build instructions. - [x] Finish required plugin documentation. - [x] Confirm the project opens cleanly from a fresh checkout, not just the current working share. - [x] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations. - [x] Launch near-term MVP map-tile serving cloud VM. - [x] Define MVP day/night length, survival pressure target, success loop, failure conditions, and closed-test readiness criteria. # Phase 0 - Project Foundation And Guardrails Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision. ## 0.1 Repository And Source Control - [x] Decide where the Unreal project repository will live. - [x] Create or confirm GitHub repository for the Unreal project. - [x] Decide whether large assets use Git LFS. - [x] Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git. - [x] Create `.gitignore` for Unreal Engine. - [x] Ensure `Binaries/`, `Intermediate/`, `Saved/`, and `DerivedDataCache/` are excluded unless intentionally needed. - [x] Commit clean baseline project. - [x] Create `dev` branch if we want staging before main. Decision: do not create a long-lived `dev` branch yet. - [x] Define branch naming conventions. - [x] Define commit message conventions. - [x] Define GitHub/LFS free-tier storage guardrails. - [x] Define backup expectations for NAS and repo. - [x] Confirm this roadmap file is committed or otherwise backed up. ## 0.2 Engine And Tooling Decisions - [x] Confirm Unreal Engine version. - [x] Decide Blueprint-first, C++-first, or hybrid approach. - [?] Decide whether Gameplay Ability System is needed now or later. - [x] Decide networking model for MVP. - [x] Decide dedicated server target platform. - [x] Decide local development platforms. - [x] Decide build machine strategy. - [x] Create repeatable local build instructions. - [x] Create repeatable packaged build instructions. - [x] Create repeatable dedicated server build instructions. - [x] Document required plugins. - [x] Disable unneeded plugins. - [x] Confirm project compiles from a clean checkout. - [x] Confirm project opens from a clean checkout. Current tooling decisions: - Unreal Engine version: `5.7`. - Development approach: hybrid C++ foundation with Blueprint/content assembly in the editor. - Source control and daily coding: Ubuntu-Codex working against the Unraid `projects` share. - Editor/build host: Windows-Builder VM with GPU passthrough. - Headless build path for Codex: Unraid QEMU guest agent into Windows-Builder. - Preferred interactive editor/gameplay connection: Parsec or similar real-GPU remote desktop, not RDP. - Dedicated server target: Linux for multiplayer hosting. - Windows compiler used by Unreal 5.7: VS 2022 Build Tools MSVC `14.44.35207`. - Packaged Windows demo wrapper: `Scripts/PackageWindowsDevelopment.bat`. - Current investor demo starts on the Ground Zero terrain map: `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`. - Rendering baseline: the project remains DX12-first for future Unreal 5 features, while packaged investor builds include a Windows compatibility override and launchers so demo machines can start reliably with DX11 if DX12 startup fails. - Investor-demo release rule: whenever all tracked roadmap items for a version milestone are complete, including minor versions like `.01` or `.6` and major versions like `1`, build and smoke-test a fresh Windows packaged executable for investor/demo review. ## 0.3 Design Documentation - [ ] 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. - [x] Create tile registry/database design document. - [x] Create real-world terrain source data evaluation document. - [ ] Create economy and AGR design document. - [ ] Create art direction document. - [ ] Create UX/HUD direction document. - [ ] Create content naming conventions. - [ ] Create folder conventions for Unreal assets. - [ ] Create coding standards. - [ ] Create Blueprint standards if using Blueprints. - [~] Create data asset standards. - [~] Create save/persistence standards. ## 0.4 Project Structure - [x] Organize `Content/Agrarian/` root folder. - [ ] Create folders for Characters. - [ ] Create folders for Environment. - [ ] Create folders for Items. - [ ] Create folders for UI. - [ ] Create folders for Systems. - [ ] Create folders for Maps. - [ ] Create folders for Materials. - [ ] Create folders for Audio. - [ ] Create folders for DataAssets. - [ ] Create folders for Prototypes. - [ ] Create folders for Developer-only test assets. - [ ] Create naming convention for assets. - [x] Remove unused Combat, Platforming, and SideScrolling starter variant content. - [~] Move any starter content into clear prototype folders. Remaining ThirdPerson and LevelPrototyping assets are still referenced by current player Blueprints and automation. ## 0.5 MVP Definition - [ ] Define what qualifies as the 6-month MVP. - [ ] Define what will not be included in MVP. - [ ] Define target player count for MVP test. - [x] Select the real-world "Ground Zero" 1 km x 1 km MVP tile. - [x] Define target map size for MVP around the Ground Zero tile. - [x] Define MVP biome. - [x] Define acceptable real terrain accuracy for MVP. - [x] Define acceptable real bathymetry/ocean-depth handling for MVP if Ground Zero is coastal. - [ ] Define acceptable first-pass biome/resource accuracy for MVP. - [x] Define MVP day/night length. - [x] Define survival pressure target. - [x] Define basic success loop. - [x] Define failure conditions. - [x] Define first playable internal milestone. - [x] Define closed test readiness criteria. ## 0.6 Operational Infrastructure - [x] Stand up Unraid `DevBox` as shared project storage. - [x] Create and expose the `projects` SMB share. - [x] Add LAN name resolution for `DevBox`. - [x] Mount `\\DevBox\projects` on Ubuntu-Codex at `/mnt/projects`. - [x] Clone `pacificao/AgrarianGameBuild` to `/mnt/projects/AgrarianGameBulid`. - [x] Configure GitHub SSH access on Ubuntu-Codex for clone, pull, and push. - [x] Set up Windows-Builder as the Unreal/Visual Studio build VM. - [x] Install Unreal Engine 5.7 on Windows-Builder. - [x] Install Visual Studio 2026 for interactive development tools. - [x] Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility. - [x] Confirm Codex can launch Windows headless build commands without RDP. - [x] Confirm headless editor target build succeeds. - [ ] Set up Parsec or equivalent real-GPU remote access for occasional Codex visual inspection. - [ ] Stabilize Windows-Builder network/RDP behavior under GPU passthrough. - [x] Decide and document VM snapshot cadence before major engine/tool changes. - [x] Define Unraid share backup policy. - [x] Implement Linastorage incremental project backup job with deleted-file retention. - [x] Implement quiesced VM backup job for Windows-Builder and Ubuntu-Codex. - [ ] Add recurring restore-test log for project and VM backups. - [ ] Define GitHub branch protection and review rules. - [ ] Add a build log retention policy. - [ ] Add a simple operational runbook for rebooting/recovering Windows-Builder, Ubuntu-Codex, and DevBox. ## 0.7 Earth-Scale Terrain Architecture 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 full Earth scale this implies roughly 510-520 million possible tiles, added over many years, streamed from servers, cached locally, scrubbed when unused, and redownloaded when a player returns to a region. - [ ] 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. - [x] Define authoritative tile manifest schema. - [x] Define tile status states: unknown, queued, source-data-found, generated, validated, packaged, published, deprecated. - [ ] Define tile adjacency and stitching rules. - [ ] Define tile versioning rules so terrain can improve without corrupting player state. - [ ] Define server-side tile delivery protocol. - [x] Launch a near-term MVP tile-serving VM on Ubuntu or another Linux distro. - [x] Add repeatable static Ground Zero tile-delivery package and Ubuntu nginx bootstrap scripts. - [x] Publish a tiny Ground Zero tile manifest and package from the tile server. - [x] Prove client/server tile lookup, download, local cache, and redownload flow with the Ground Zero tile and immediate-neighbor metadata. - [x] Add tile-serving server cost controls and shutdown/runbook notes so MVP testing stays free or near-free. - [x] Move the MVP tile server into a dedicated `Agrarian-TileServer` VM on Unraid. - [ ] Decide whether public testing uses the LAN-hosted `Agrarian-TileServer` VM or an external cloud host. - [ ] Define client local tile cache layout. - [ ] Define local cache retention policy for old or unused tiles. - [ ] Define local cache redownload/revalidation behavior. - [x] Define minimum metadata per tile: coordinates, biome, elevation range, water coverage, source datasets, generation version, neighbors, and publish status. - [x] Evaluate real terrain/elevation data sources. - [x] Evaluate bathymetry/ocean-depth data sources. - [ ] Evaluate river, lake, coastline, road, and land-cover data sources. - [ ] Define automated terrain import pipeline for a single 1 km tile. - [ ] Define automated biome and natural resource inference pipeline. - [ ] Define QA checks for terrain seams, water edges, slope extremes, and missing source data. - [x] Build a small tile-tracking database prototype before scaling beyond MVP. - [x] Build an MVP tile registry table for the Ground Zero tile and immediate neighbors. - [ ] Keep World Partition compatibility as a hard requirement for all terrain decisions. # Phase 1 - Foundational Survival MVP Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together. Target deliverable: A small group can join a server, spawn into one biome, gather resources, survive weather, craft primitive tools, build simple shelter, manage hunger/thirst/injury, and return later to find basic world state preserved. ## 1.1 Core Player Foundation - [x] Create base player character class. - [x] Create player controller. - [x] Create camera setup. - [ ] Decide first-person, third-person, or hybrid camera. - [x] Implement movement. - [ ] Implement sprinting. - [ ] Define real-world baseline walking speed. - [ ] Define real-world baseline running speed. - [ ] Connect movement speed to age, condition, strength, endurance, hunger, thirst, injury, carried weight, and terrain. - [ ] Implement crouching if needed. - [x] Implement jumping if needed. - [x] Implement interaction trace. - [ ] Implement interact prompt. - [ ] Implement basic animation blueprint. - [x] Implement placeholder character mesh. - [~] Add replication for player movement and core state. - [~] Add developer debug overlay for player status. ## 1.2 Character Stats - [x] Create stat component. - [x] Add health. - [x] Add stamina. - [x] Add hunger. - [x] Add thirst. - [x] Add body temperature. - [ ] Add exhaustion. - [x] Add injury state. - [ ] Add infection or sickness placeholder. - [x] Add stat regeneration rules. - [x] Add stat decay rules. - [x] Add stat replication. - [ ] Add stat save/load support. - [x] Add debug commands for modifying stats. - [~] Add HUD display for critical stats. ## 1.3 Time, Weather, And Environment Pressure - [x] Create world time system. - [x] Add day/night cycle. - [x] Add configurable time scale. - [x] 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. - [ ] Add Agrarian calendar conversion helpers for days, seasons, crop cycles, livestock maturity, spoilage, and long-running tasks. - [ ] Add temperature curve by time of day. - [x] Add simple weather states. - [x] Add clear weather. - [x] Add rain. - [x] Add cold/wind state. - [x] Add storm placeholder. - [x] Add weather transition rules. - [x] Add weather replication. - [ ] Add real-world weather provider adapter for Ground Zero by latitude/longitude. - [ ] Use Open-Meteo as the first global MVP weather source. - [ ] Add NOAA/NWS fallback or enrichment for US tiles where useful. - [ ] Cache real-weather snapshots server-side so clients never call public weather APIs directly. - [ ] Map real weather inputs into Agrarian weather states: temperature, precipitation, wind, cloud cover, humidity, pressure, visibility, and weather code. - [ ] Add deterministic fallback weather simulation when external weather data is unavailable. - [ ] Store weather source, provider timestamp, tile coordinate, and applied in-game weather state for debugging and persistence. - [ ] Add weather save/load support. - [x] Connect weather to body temperature. - [~] Connect shelter to weather protection. - [ ] Add first-pass sky and lighting. - [ ] Add audio cues for weather. ## 1.4 Single Biome MVP Map - [x] Choose Ground Zero real-world 1 km x 1 km MVP tile. - [x] Choose MVP biome based on Ground Zero location. - [ ] Link Ground Zero tile coordinates to real-world weather lookup coordinates. - [~] Create playable test map. - [x] Add terrain base from real elevation data. - [x] Add first-pass water depth/shoreline handling if applicable. - [x] Add first-pass hill, mountain, river, stream, lake, and coastline handling if present in Ground Zero. - [x] Add source metadata record for the MVP tile. - [x] Add generated tile metadata record for the MVP tile. - [x] Verify terrain scale is 1 km x 1 km in Unreal. - [x] Verify terrain tile origin and centered Unreal bounds for the Ground Zero test map. - [x] Verify neighboring tile edge coordinates against the registry before multi-tile stitching. - [x] Add foliage pass. - [~] Add resource nodes. - [x] Add biome-appropriate natural resources based on Ground Zero. - [x] Add water source. - [ ] Add weather exposure zones if needed. - [ ] Add landmark or ruin placeholder. - [ ] Add spawn area. - [ ] Add performance profiling markers. - [ ] Add navigation support for wildlife. - [ ] Add map boundaries or soft limits. - [ ] Add developer travel command. ## 1.5 Inventory System - [ ] Design inventory data model. - [x] Create item definition data asset. - [x] Create item stack structure. - [x] Create inventory component. - [ ] Add item pickup. - [ ] Add item drop. - [ ] Add stack splitting. - [ ] Add item use. - [ ] Add equipment slots if needed. - [ ] Add weight or carry capacity placeholder. - [ ] Add inventory UI. - [x] Add replication for inventory changes. - [ ] Add persistence for inventory. - [x] Add debug item spawn command. ## 1.6 Gathering And Resources - [x] Create resource node base class. - [x] Add wood resource. - [ ] Add stone resource. - [x] Add fiber resource. - [ ] Add edible plant resource. - [ ] Add water gathering interaction. - [x] Add resource depletion. - [ ] Add respawn rules for MVP. - [ ] Add tool requirement rules. - [x] Add bare-hand gathering fallback. - [ ] Add resource node persistence. - [x] Add replicated gathering feedback. ## 1.7 Primitive Crafting - [x] Design recipe data model. - [x] Create recipe data assets. - [x] Implement recipe validation. - [x] Implement crafting queue or instant crafting. - [x] Add primitive tool recipe. - [x] Add campfire recipe. - [x] Add shelter recipe. - [x] Add recipes or gather paths for primitive shelter structure parts. - [ ] Add simple container recipe. - [x] Add bandage or basic treatment recipe. - [ ] Add crafting UI. - [x] Add multiplayer authority checks. - [~] Add crafting debug tools. ## 1.8 Fire System - [x] Create fire actor. - [x] Add fuel amount. - [x] Add ignition interaction. - [ ] Add extinguish logic. - [x] Add warmth radius. - [x] Add light source. - [ ] Add cooking placeholder if needed. - [ ] Add smoke/visual effect placeholder. - [x] Add replication. - [ ] Add persistence. - [x] Connect fire to body temperature. - [ ] Connect rain/weather to fire behavior. ## 1.9 Shelter Building - [ ] Decide MVP building style. - [x] Create build placement mode. - [~] Add ghost preview. - [x] Add placement validation. - [x] Add basic shelter piece. - [ ] Add wall piece if needed. - [ ] Add roof piece if needed. - [ ] Add door/opening if needed. - [x] Add resource cost validation. - [x] Add construction interaction. - [x] Add shelter protection volume. - [x] Add shelter persistence. - [x] Add shelter replication. - [ ] Add deconstruction or damage placeholder. ## 1.10 Injury And Basic Survival Consequences - [x] Add generic injury state. - [ ] Add bleeding placeholder. - [ ] Add sprain or movement penalty placeholder. - [x] Add cold exposure damage. - [x] Add starvation damage. - [x] Add dehydration damage. - [ ] Add treatment item. - [ ] Add death state. - [ ] Add respawn rules for MVP. - [ ] Add corpse/backpack placeholder if needed. - [ ] Add replicated death feedback. ## 1.11 Wildlife Prototype - [x] Choose MVP wildlife species. - [x] Create wildlife base pawn. - [x] Add simple AI wander. - [x] Add flee behavior. - [x] Add aggression behavior if needed. - [x] Add health. - [x] Add damage. - [x] Add harvesting interaction. - [x] Add meat/hide resources. - [ ] Add spawn manager. - [x] Add replication. - [ ] Add performance limits. ## 1.12 Basic Multiplayer - [ ] Confirm listen server vs dedicated server for MVP. - [ ] Create dedicated server build target if needed. - [ ] Add server travel flow. - [ ] Define server authority over streamed terrain tiles. - [ ] Define server response when a client requests a missing tile. - [ ] Add player join flow. - [ ] Add player spawn flow. - [x] Add replicated player stats. - [x] Add replicated inventory. - [x] Add replicated world time. - [x] Add replicated weather. - [x] Add replicated resource nodes. - [x] Add replicated build pieces. - [ ] Add network relevancy rules. - [ ] Add basic latency testing. - [ ] Add disconnect/reconnect handling. ## 1.13 Persistence MVP - [ ] Decide MVP persistence scope. - [ ] Decide what tile metadata is stored in save data vs external tile registry. - [ ] Save player identity. - [ ] Save player stats. - [ ] Save player inventory. - [x] Save placed structures. - [ ] Save resource depletion state if needed. - [ ] Save world time. - [ ] Save weather seed/state. - [ ] Save containers. - [ ] Add server-side save interval. - [x] Add manual admin save command. - [ ] Add load-on-server-start. - [ ] Add initial tile registry persistence for Ground Zero. - [ ] Add backup-before-save option. - [ ] Add recovery plan for corrupted save. - [ ] Document persistence limitations. ## 1.14 MVP UI And UX - [ ] 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. - [~] Add HUD. - [ ] Add inventory UI. - [ ] Add crafting UI. - [ ] Add interaction prompts. - [ ] Add death/respawn UI. - [ ] Add debug/dev menu. - [ ] Add accessibility basics. - [ ] Ensure UI scales on common resolutions. ## 1.15 MVP Audio And Atmosphere - [ ] Add ambient biome audio. - [ ] Add footstep placeholders. - [ ] Add gathering sounds. - [ ] Add fire sounds. - [ ] Add weather sounds. - [ ] Add wildlife sounds. - [ ] Add UI sounds. - [ ] Add mix settings. - [ ] Add volume sliders. ## 1.16 MVP QA Gates - [ ] Can launch packaged client. - [ ] Can launch server. - [ ] Can connect two clients. - [ ] Can gather resources. - [ ] Can craft a fire. - [ ] Can craft a shelter. - [ ] Can survive one full day/night cycle. - [ ] Can die from survival pressure. - [ ] Can reconnect and retain state. - [ ] Can restart server and retain placed shelter. - [ ] No critical log spam during 30-minute test. - [ ] Server remains stable with target test player count. --- # Phase 2 - Persistent Homesteading Goal: Transition from temporary survival into lasting settlement and land stewardship. ## 2.1 Land And Claiming - [ ] Design land claim philosophy. - [ ] Define claim size limits. - [ ] Define claim cost or effort. - [ ] Implement claim marker. - [ ] Implement claim ownership. - [ ] Implement claim permissions. - [ ] Add claim UI. - [ ] Add claim persistence. - [ ] Add claim conflict rules. - [ ] Add abandoned claim decay rules. ## 2.2 Farming - [ ] Design soil model. - [ ] Add basic soil quality. - [ ] Add moisture. - [ ] Add crop data assets. - [ ] Add planting interaction. - [ ] Add growth stages. - [ ] Add watering or rainfall impact. - [ ] Add harvest interaction. - [ ] Add crop yield rules. - [ ] Add crop failure rules. - [ ] Add seed recovery. - [ ] Add crop persistence. ## 2.3 Domestication - [ ] Choose first domestic animal. - [ ] Add taming concept. - [ ] Add feeding. - [ ] Add containment. - [ ] Add animal health. - [ ] Add breeding placeholder. - [ ] Add animal products. - [ ] Add ownership. - [ ] Add persistence. ## 2.4 Storage And Preservation - [ ] Add storage containers. - [ ] Add container permissions. - [ ] Add spoilage timer. - [ ] Add preserved food item. - [ ] Add drying/smoking/salting placeholder. - [ ] Add storage persistence. - [ ] Add storage UI. ## 2.5 Permanent Structures - [ ] Expand building pieces. - [ ] Add foundation. - [ ] Add walls. - [ ] Add roof. - [ ] Add door. - [ ] Add basic furniture. - [ ] Add structure health. - [ ] Add repair. - [ ] Add decay rules. - [ ] Add permissions. - [ ] Add persistence optimizations. ## 2.6 Simple Economy - [ ] Add barter container. - [ ] Add simple trade UI. - [ ] Add ownership transfer. - [ ] Add local price notes if needed. - [ ] Add AGR placeholder integration planning. - [ ] Add transaction logging. --- # Phase 3 - Social Civilization Systems Goal: Let player communities form organically through trade, trust, conflict, law, and local coordination. ## 3.1 Identity And Reputation - [ ] Add player display identity. - [ ] Add household/family name placeholder. - [ ] Add reputation records. - [ ] Add local reputation display. - [ ] Add reputation event logging. - [ ] Add positive reputation events. - [ ] Add negative reputation events. - [ ] Add reputation decay or locality rules. ## 3.2 Trade And Contracts - [ ] Design direct trade flow. - [ ] Add secure trade window. - [ ] Add barter offer records. - [ ] Add basic contract data model. - [ ] Add delivery contract. - [ ] Add labor contract. - [ ] Add rental contract placeholder. - [ ] Add contract completion rules. - [ ] Add dispute placeholder. ## 3.3 Crime And Consequences - [ ] Define theft rules. - [ ] Define trespassing rules. - [ ] Define property damage rules. - [ ] Add crime event logs. - [ ] Add witness/local knowledge concept. - [ ] Add basic lock system. - [ ] Add punishment placeholder. - [ ] Add moderation/admin review tools. ## 3.4 Local Governance - [ ] Add group/settlement entity. - [ ] Add membership. - [ ] Add roles. - [ ] Add permissions. - [ ] Add voting placeholder. - [ ] Add tax placeholder. - [ ] Add shared storage. - [ ] Add settlement notice board. ## 3.5 Migration And Frontier - [ ] Design migration pressure model. - [ ] Add spawn region variation. - [ ] Add new frontier spawn logic. - [ ] Add abandoned settlement discovery. - [ ] Add map hints for settlement density. - [ ] Add travel risk/reward systems. --- # Phase 4 - Generational Gameplay Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emotional heart of Agrarian. ## 4.1 Aging And Lifespan - [ ] Define time scale for aging. - [ ] Add character age. - [ ] Add age categories. - [ ] Add stat changes by age. - [ ] Add skill efficiency changes by age. - [ ] Add mortality rules. - [ ] Add death by old age. - [ ] Add UI for age and legacy. ## 4.2 Family And Relationships - [ ] Add relationship model. - [ ] Add household model. - [ ] Add spouse/partner placeholder. - [ ] Add children system design. - [ ] Add NPC vs player descendant decision. - [ ] Add family tree UI. - [ ] Add family persistence. ## 4.3 Knowledge Inheritance - [ ] Define knowledge categories. - [ ] Add knowledge acquisition. - [ ] Add teaching interaction. - [ ] Add apprenticeship. - [ ] Add inherited knowledge rules. - [ ] Add knowledge loss if lineage collapses. - [ ] Add written records or books. - [ ] Add library/archives concept. ## 4.4 Inheritance - [ ] Add estate model. - [ ] Add property inheritance rules. - [ ] Add item inheritance rules. - [ ] Add claim inheritance. - [ ] Add settlement role inheritance. - [ ] Add will/testament placeholder. - [ ] Add no-heir fallback rules. --- # Phase 5 - Governments And Civilization Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, and territorial control. ## 5.1 Settlements To Cities - [ ] Add settlement progression metrics. - [ ] Add population tracking. - [ ] Add infrastructure tracking. - [ ] Add settlement services. - [ ] Add city designation. - [ ] Add city management UI. ## 5.2 Citizenship And Law - [ ] Add citizenship model. - [ ] Add legal code records. - [ ] Add local laws. - [ ] Add permissions by law. - [ ] Add court/dispute placeholder. - [ ] Add fines or penalties. ## 5.3 Taxation And Public Works - [ ] Add treasury model. - [ ] Add tax rules. - [ ] Add public storage. - [ ] Add road funding. - [ ] Add public building funding. - [ ] Add treasury audit logs. ## 5.4 Diplomacy - [ ] Add settlement relations. - [ ] Add alliances. - [ ] Add trade agreements. - [ ] Add non-aggression pacts. - [ ] Add war declaration. - [ ] Add treaty records. ## 5.5 Warfare - [ ] Define combat scale. - [ ] Add weapon progression. - [ ] Add armor progression. - [ ] Add siege placeholder. - [ ] Add territory conflict rules. - [ ] Add war consequences. - [ ] Add anti-griefing protections. --- # Phase 6 - Dynamic Civilization Cycles Goal: Keep the world alive for future generations through change, decay, scarcity, collapse, and renewal. ## 6.1 Environmental Sustainability - [ ] Add soil exhaustion. - [ ] Add crop rotation benefits. - [ ] Add deforestation tracking. - [ ] Add wildlife population tracking. - [ ] Add water stress. - [ ] Add resource depletion. - [ ] Add environmental recovery. ## 6.2 Disease And Hardship - [ ] Add disease model. - [ ] Add spread rules. - [ ] Add sanitation concept. - [ ] Add medicine progression. - [ ] Add famine conditions. - [ ] Add disaster events. ## 6.3 Infrastructure Decay - [ ] Add road decay. - [ ] Add building decay. - [ ] Add bridge decay. - [ ] Add maintenance actions. - [ ] Add ruin state. - [ ] Add rediscovery value for ruins. ## 6.4 Collapse And Frontier Renewal - [ ] Add settlement instability metrics. - [ ] Add migration waves. - [ ] Add abandoned settlement transformation. - [ ] Add frontier emergence rules. - [ ] Add new player frontier assignment. --- # Phase 7 - Earth-Scale Expansion Goal: Expand from a small test world toward a huge, regionally diverse, persistent world that can eventually approach Earth scale through staged 1 km x 1 km real-terrain tiles. ## 7.1 Terrain And World Partition - [ ] 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. - [ ] Define 1 km tile World Partition placement rules. - [ ] Define tile edge stitching and seam repair pipeline. - [ ] Define terrain vertical scale policy for mountains, hills, and ocean depth. - [ ] Define river, lake, coastline, and wetland generation rules. - [ ] Define missing/low-quality source data fallback rules. - [ ] Add streaming tests. - [~] Add server-delivered tile streaming prototype. Near-term MVP proof is tracked in Phase 0.7. - [~] Add client local tile cache prototype. Near-term MVP proof is tracked in Phase 0.7. - [ ] Add stale tile scrubber prototype. - [ ] Add tile redownload and version update prototype. - [ ] Add biome boundaries. - [ ] Add region metadata. - [ ] Add server scaling plan. ## 7.2 Biome Diversity - [ ] 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. - [ ] Add desert/dryland biome. - [ ] Add cold biome. - [ ] Add biome-specific resources. - [ ] Map natural resources to likely real-world geology, flora, water, and climate. - [ ] Add biome-specific survival pressure. ## 7.3 Logistics And Transportation - [ ] 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. - [ ] Add pack animals. - [ ] Add horses. - [ ] Add tractors. - [ ] Add cars. - [ ] Add boats. - [ ] Add shipping routes. - [ ] Add regional trade value. - [ ] Add distance-based economy pressure. ## 7.4 Continental Economy - [ ] Add regional scarcity. - [ ] Add market hubs. - [ ] Add transport contracts. - [ ] Add tariffs or taxes. - [ ] Add price history. - [ ] Add economic dashboards. ## 7.5 Tile Operations At Scale - [ ] 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. - [ ] Define prefetch rules around active player regions. - [ ] Define storage and CDN strategy for millions of generated tile packages. - [ ] Define cost controls for serving and regenerating terrain content. - [ ] Define long-term archival strategy for superseded tile versions. --- # Phase 8 - Industrial And Automation Era Goal: Let player civilizations advance into mechanization, energy, automation, and large-scale production. ## 8.1 Industrial Materials - [ ] Add mining progression. - [ ] Add ore processing. - [ ] Add metallurgy. - [ ] Add machine parts. - [ ] Add fuel types. - [ ] Add industrial storage. ## 8.2 Power Systems - [ ] Add mechanical power. - [ ] Add water power. - [ ] Add steam power. - [ ] Add electrical power. - [ ] Add power grid rules. - [ ] Add maintenance/failure. ## 8.3 Production Chains - [ ] Add workshops. - [ ] Add factories. - [ ] Add production queues. - [ ] Add labor requirements. - [ ] Add logistics bottlenecks. - [ ] Add quality tiers. ## 8.4 Automation And Robotics - [ ] Add automation control concept. - [ ] Add basic machine workers. - [ ] Add robotics progression. - [ ] Add AI-assisted labor. - [ ] Add safety/failure risks. --- # Phase 9 - Orbital Foundations Goal: Make space feel earned by centuries of civilization, science, industry, and infrastructure. ## 9.1 Astronomy And Knowledge - [ ] Add astronomy observations. - [ ] Add observatory building. - [ ] Add star charts. - [ ] Add orbital mechanics knowledge. - [ ] Add education requirements. ## 9.2 Launch Infrastructure - [ ] Add advanced materials. - [ ] Add fuel production. - [ ] Add launch site construction. - [ ] Add rocket components. - [ ] Add launch preparation. - [ ] Add launch failure risk. ## 9.3 Orbital Gameplay - [ ] Add orbital object model. - [ ] Add satellites. - [ ] Add communications benefits. - [ ] Add navigation benefits. - [ ] Add orbital maintenance. --- # Phase 10 - Interplanetary Frontier Goal: Expand civilization beyond Earth while keeping Earth emotionally and mechanically central. ## 10.1 Interplanetary Travel - [ ] Add spacecraft design. - [ ] Add fuel logistics. - [ ] Add life support. - [ ] Add navigation. - [ ] Add travel windows. - [ ] Add travel risk. ## 10.2 Colony Logistics - [ ] Add colony founding. - [ ] Add supply chains. - [ ] Add habitat construction. - [ ] Add resource extraction. - [ ] Add communication delay if desired. - [ ] Add political connection to Earth. ## 10.3 Multi-World Persistence - [ ] Add planetary world records. - [ ] Add orbital economy. - [ ] Add interplanetary trade. - [ ] Add settlement history across worlds. - [ ] Add long-term expansion governance. --- # Cross-Cutting Technical Tracks These tracks run across all phases and must not be left as afterthoughts. ## A. Networking - [ ] Define server authority rules. - [ ] Define replication ownership rules. - [ ] Define relevancy strategy. - [ ] Define bandwidth budget. - [ ] Create multiplayer test maps. - [ ] Add network profiling routine. - [ ] Add replication tests for each gameplay system. - [ ] Add disconnect/reconnect tests. - [ ] Add high latency tests. - [ ] Add server crash recovery tests. ## B. Persistence And Database - [ ] Define what lives in Unreal save files. - [ ] Define what lives in external database. - [ ] Define player account model. - [ ] Define world state model. - [x] Define global tile registry data model for roughly 510-520 million potential 1 km tiles. - [x] Define tile coordinate primary key strategy. - [x] Define tile metadata tables. - [x] Define tile generation job tables. - [x] Define tile package/version tables. - [ ] Define player/world-state anchoring to tile coordinates. - [ ] Define terrain tile state vs player-made world state separation. - [ ] Define backup policy. - [ ] Define rollback policy. - [ ] Define migration policy. - [ ] Add automated save validation. - [ ] Add schema/version tracking. - [ ] Add admin restore workflow. ## C. Accounts And Authentication - [ ] Decide account provider. - [ ] Decide Steam account integration timing. - [ ] Add local dev auth placeholder. - [ ] Add account identity model. - [ ] Add character ownership model. - [ ] Add ban/moderation hooks. - [ ] Add privacy policy requirements. ## D. AGR Integration - [ ] 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. - [ ] Define in-game ledger rules. - [ ] Define anti-fraud rules. - [ ] Define market transaction logs. - [ ] Define bridge between web wallet and game account. - [ ] Define legal/compliance review points. ## E. Admin And Moderation - [ ] Add admin login/auth. - [ ] Add server console commands. - [ ] Add teleport command. - [ ] Add item grant command. - [ ] Add player kick/ban command. - [ ] Add world save command. - [ ] Add world rollback command. - [ ] Add player report system. - [ ] Add audit logs. - [ ] Add moderation dashboard plan. ## F. Security And Abuse Prevention - [ ] Define trust boundaries. - [ ] Keep server authoritative. - [ ] Validate all client requests. - [ ] Add rate limits where needed. - [ ] Add anti-cheat research track. - [ ] Add exploit report workflow. - [ ] Add log retention policy. - [ ] Add account recovery policy. - [ ] Add economy abuse monitoring. ## G. Performance - [ ] Define minimum target hardware. - [ ] Define client FPS targets. - [ ] Define server tick targets. - [ ] Define memory budgets. - [ ] Define actor count budgets. - [ ] Define World Partition streaming budgets. - [ ] Define tile download bandwidth budget. - [ ] Define local tile cache size budget. - [ ] Define cache cleanup rules for unused terrain tiles. - [ ] Add profiling checklist. - [ ] Add asset size budgets. - [ ] Add LOD strategy. - [ ] Add foliage performance strategy. - [ ] Add save/load performance benchmarks. ## H. Art Direction - [ ] Define visual tone. - [ ] Define early survival era look. - [ ] Define old-world ruin look. - [ ] Define agrarian settlement look. - [ ] Define UI visual language. - [ ] Define color palette. - [ ] Define material style. - [ ] Define lighting style. - [ ] Define character style. - [ ] Define icon style. ## I. Audio Direction - [ ] Define ambient audio style. - [ ] Define weather audio style. - [ ] Define wildlife audio style. - [ ] Define UI sound style. - [ ] Define music philosophy. - [ ] Define silence/space usage. - [ ] Define settlement soundscape. - [ ] Define industrial era sound progression. ## J. QA And Testing - [ ] Create smoke test checklist. - [ ] Create multiplayer test checklist. - [ ] Create persistence test checklist. - [ ] Create terrain tile import QA checklist. - [ ] Create terrain seam QA checklist. - [ ] Create biome/resource plausibility QA checklist. - [ ] Create tile cache/download QA checklist. - [ ] Create performance test checklist. - [ ] Create release candidate checklist. - [ ] Add bug triage workflow. - [ ] Add crash reporting plan. - [ ] Add automated build validation. - [ ] Add test server reset process. ## K. Build And Release Pipeline - [x] Define dev editor build process. - [x] Define internal test build process. - [x] Add repository storage policy and local storage audit script. - [ ] Define closed alpha build process. - [ ] Define dedicated server packaging. - [ ] Define patch distribution. - [ ] Define version numbering. - [ ] Define changelog format. - [ ] Define rollback process. - [ ] Define release approval checklist. - [x] Add one-command Codex build wrapper for `AgrarianGameEditor`. - [x] Store editor build logs under `Saved/BuildLogs/BuildEditor-Windows.log`. - [x] Add one-command packaged client build wrapper. - [x] Add one-command Linux dedicated server build wrapper. - [x] Define investor-demo build trigger at version milestone completion. - [x] Add smoke-test command for build artifacts. - [ ] Enable protected `main` branch once revenue or a paid GitHub plan justifies the cost. ## L. Storefront Development Distribution - [ ] 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. - [ ] Decide whether early development versions use Steam Playtest, Epic private artifacts, direct installer delivery, or a combination. - [ ] Define store build upload/package process. - [ ] Define store branch naming: internal, investor-demo, closed-alpha, public-demo, release-candidate. - [ ] Define build metadata requirements for store uploads: version, changelog, commit, map, server compatibility, and known issues. - [ ] Define entitlement/account linking requirements before external tester distribution. - [ ] Add legal/storefront checklist: company name, tax/payment setup, privacy policy, EULA, content rating, screenshots, trailer, capsule art, and support email. - [ ] Decide when agrariangame.com links to Steam/Epic pages. - [ ] Add release checklist for pushing a development build to Steam or Epic. ## M. Community And Marketing - [ ] Keep agrariangame.com updated. - [ ] Publish development updates. - [ ] Collect launch list signups. - [ ] Create Discord plan. - [ ] Create devlog schedule. - [ ] Create Steam page checklist. - [ ] Create press kit. - [ ] Create creator outreach list. - [ ] Create early tester application. - [ ] Create public roadmap page later. --- # Six-Month MVP Calendar ## Month 1 - Foundation - [~] Clean project structure. - [x] Confirm engine version. - [x] Set source control. - [x] Create base character. - [x] Create interaction system. - [ ] Create first test map. - [x] Create stat component. - [x] Create inventory prototype. - [x] Create networking baseline. - [x] Create build instructions. - [x] Create operational build lane for Codex. - [x] Choose Ground Zero candidate tile. - [x] Define first tile registry schema. ## Month 2 - Survival Loop - [x] Add hunger. - [x] Add thirst. - [x] Add health. - [x] Add stamina. - [x] Add weather. - [x] Add body temperature. - [~] Add gatherable resources. - [x] Add campfire. - [x] Add basic crafting. - [~] Add basic HUD. - [ ] Import first real terrain MVP tile if feasible. ## Month 3 - Shelter And Persistence - [x] Add building placement. - [x] Add primitive shelter. - [ ] Add storage container. - [ ] Add save/load for players. - [x] Add save/load for structures. - [ ] Add save/load for containers. - [ ] Add server restart persistence test. - [ ] Add one full day/night survival test. - [ ] Persist MVP tile metadata and generated package version. ## Month 4 - Multiplayer And Wildlife - [ ] Add dedicated server build. - [ ] Add join flow. - [ ] Add replicated inventory validation. - [ ] Add replicated building validation. - [x] Add wildlife prototype. - [x] Add harvesting. - [ ] Add injury placeholder. - [ ] Add reconnect test. - [ ] Add 2-4 player internal test. ## Month 5 - Homestead Seeds And Economy Planning - [ ] Add land claim prototype. - [ ] Add farming prototype if feasible. - [ ] Add simple barter placeholder if feasible. - [ ] Define AGR integration design. - [ ] Define account/wallet bridge design. - [x] Add admin commands. - [ ] Add test feedback form/process. - [ ] Improve UI clarity. ## Month 6 - Closed MVP Readiness - [ ] Stabilize server. - [ ] Fix critical bugs. - [ ] Optimize core map. - [ ] Improve first 30 minutes of play. - [ ] Add onboarding prompts. - [ ] Add settings menu. - [ ] Package client build. - [ ] Package server build. - [ ] Run closed internal test. - [ ] Prepare external tester plan. - [ ] Update website with progress. --- # Definition Of Done For The First Playable MVP The first playable MVP is not complete until: - [ ] Two or more players can join the same server. - [ ] Players can gather resources. - [ ] Players can craft at least one tool. - [ ] Players can create fire. - [ ] Players can build a primitive shelter. - [ ] Weather and time affect survival. - [ ] Day/night presentation follows the real local solar/light context of the represented map tile while the MVP gameplay day remains `4 real hours = 1 in-game day`. - [ ] Hunger and thirst matter. - [ ] Injury or damage can create meaningful risk. - [~] At least one wildlife system exists. - [ ] Inventory works and replicates. - [ ] Startup flow reaches a character selection landing page after splash/startup screens. - [ ] Player can select a realistic young adult male or female character with average proportions before entering the MVP world. - [ ] Server restart preserves core state. - [ ] The game communicates what to do without hand-holding too much. - [ ] The experience feels like the beginning of Agrarian, not a generic survival template. --- # Near-Term Next Actions Use this list to restart from the top of the roadmap before continuing into newer gameplay and weather work. Current version: `0.01 Foundation Baseline` Earliest incomplete foundation items: - [x] Decide whether to create/use a long-lived `dev` branch. Decision: no long-lived `dev` branch yet. - [x] Finish branch naming conventions. - [x] Finish commit message conventions. - [x] Define GitHub/LFS free-tier storage guardrails. - [x] Define backup expectations for NAS and repository. - [x] Implement Linastorage incremental project backup job. - [x] Implement quiesced VM backup job for Windows-Builder and Ubuntu-Codex. - [x] Create repeatable dedicated server build instructions. - [x] Finish required plugin documentation. - [x] Confirm project opens cleanly from a fresh checkout. - [x] Create the core design document. - [x] Create the technical design document. - [ ] Create the multiplayer/networking design document. - [ ] Create the persistence design document. - [ ] Create the Earth-scale terrain/tile streaming design document. - [x] Launch near-term MVP map-tile serving cloud VM and prove Ground Zero tile lookup/download/cache flow. - [ ] Create economy and AGR design document. - [ ] Create art direction, UX/HUD direction, coding standards, Blueprint standards, and asset/folder naming standards. - [x] Organize `Content/Agrarian/` root folder and remove unused starter variant content. - [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded. - [x] Define MVP day/night length, survival pressure target, success loop, failure conditions, first playable internal milestone, and closed-test readiness criteria. Immediate next item: - [ ] Create the multiplayer/networking design document.