47 KiB
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.
Current Known Project Location
Primary development repository:
git@github.com:pacificao/AgrarianGameBuild.git
Primary local Codex/server checkout:
/mnt/projects/AgrarianGameBulid
Ubuntu-Codex host:
192.168.5.10
Unraid project share:
\\DevBox\projects\AgrarianGameBulid
Windows build VM:
Windows-Builder / 192.168.5.12
Codex headless editor build command:
UNRAID_PASSWORD=<set in environment> /home/nathan/bin/agrarian-build-editor
Important tracked project root files/folders:
AgrarianGame.uprojectSource/Content/Config/Scripts/.gitignore.gitattributes- Roadmap and vision docs
Important generated/local-only files/folders:
Binaries/ignoredIntermediate/ignoredSaved/ignoredDerivedDataCache/ignored.vs/ignored*.slnignored 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
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
- 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
.gitignorefor Unreal Engine. - Ensure
Binaries/,Intermediate/,Saved/, andDerivedDataCache/are excluded unless intentionally needed. - Commit clean baseline project.
- Create protected
mainbranch. - [?] Create
devbranch if we want staging before main. - [~] Define branch naming conventions.
- [~] Define commit message conventions.
- Define backup expectations for NAS and repo.
- Confirm this roadmap file is committed or otherwise backed up.
0.2 Engine And Tooling Decisions
- Confirm Unreal Engine version.
- Decide Blueprint-first, C++-first, or hybrid approach.
- [?] Decide whether Gameplay Ability System is needed now or later.
- Decide networking model for MVP.
- Decide dedicated server target platform.
- Decide local development platforms.
- Decide build machine strategy.
- Create repeatable local build instructions.
- Create repeatable packaged build instructions.
- Create repeatable dedicated server build instructions.
- [~] Document required plugins.
- Disable unneeded plugins.
- Confirm project compiles from a clean checkout.
- 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
projectsshare. - 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. - Investor-demo release rule: whenever all tracked roadmap items for a version
milestone are complete, including minor versions like
.01or.6and major versions like1, 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.
- Create tile registry/database design document.
- 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
- 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.
- Move any starter content into clear prototype folders.
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.
- Select the real-world "Ground Zero" 1 km x 1 km MVP tile.
- Define target map size for MVP around the Ground Zero tile.
- Define MVP biome.
- Define acceptable real terrain accuracy for MVP.
- Define acceptable real bathymetry/ocean-depth handling for MVP if Ground Zero is coastal.
- Define acceptable first-pass biome/resource accuracy for MVP.
- Define MVP day/night length.
- Define survival pressure target.
- Define basic success loop.
- Define failure conditions.
- Define first playable internal milestone.
- Define closed test readiness criteria.
0.6 Operational Infrastructure
- Stand up Unraid
DevBoxas shared project storage. - Create and expose the
projectsSMB share. - Add LAN name resolution for
DevBox. - Mount
\\DevBox\projectson Ubuntu-Codex at/mnt/projects. - Clone
pacificao/AgrarianGameBuildto/mnt/projects/AgrarianGameBulid. - Configure GitHub SSH access on Ubuntu-Codex for clone, pull, and push.
- Set up Windows-Builder as the Unreal/Visual Studio build VM.
- Install Unreal Engine 5.7 on Windows-Builder.
- Install Visual Studio 2026 for interactive development tools.
- Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility.
- Confirm Codex can launch Windows headless build commands without RDP.
- 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.
- Decide and document VM snapshot cadence before major engine/tool changes.
- Define Unraid share backup policy.
- 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.
- Define authoritative tile manifest schema.
- 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.
- Define client local tile cache layout.
- Define local cache retention policy for old or unused tiles.
- Define local cache redownload/revalidation behavior.
- Define minimum metadata per tile: coordinates, biome, elevation range, water coverage, source datasets, generation version, neighbors, and publish status.
- Evaluate real terrain/elevation data sources.
- 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.
- Build a small tile-tracking database prototype before scaling beyond MVP.
- 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.
Version .01 / 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.
Completed in version .01:
- Created GitHub repository
pacificao/AgrarianGameBuild. - Imported the Unreal project into Git with Git LFS.
- Added Unreal-safe
.gitignoreand.gitattributes. - Added Windows build and cleanup helper scripts.
- Removed stale
VisualStudioToolsplugin reference. - Confirmed Windows build succeeds through
Scripts/BuildEditor-Windows.bat. - Added replicated survival component.
- Added replicated inventory component.
- Added interaction interface and server-authoritative interaction path.
- Added resource node actor.
- Added campfire actor.
- Added primitive shelter actor.
- Added world time/weather game state.
- Added crafting component.
- Added item definition and recipe data asset classes.
- Added building placement component.
- Added save game structures and persistence subsystem scaffold.
- Added persistent actor component and placed actor save/restore foundation.
- Added admin/dev console commands.
- Added replicated wildlife base actor.
- Built
AgrarianGameEditor Win64 Developmentsuccessfully on Windows-Builder. - Added a Codex headless Windows build lane through
/home/nathan/bin/agrarian-build-editor. - Added a project-local Unreal Python execution wrapper for headless editor asset updates.
- Installed VS 2022 Build Tools MSVC
14.44.35207for Unreal 5.7 compatibility. - Fixed
AAgrarianDebugHUDcompile issue caused byconstHUD helper methods calling non-constAHUD::DrawText. - Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
- Created
IA_Interactinput action. - Bound
IA_InteracttoEandGamepad_FaceButton_Left. - Assigned
IA_Interactto the character Blueprint'sInteractAction. - Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
- Added command-mode smoke verification for wildlife damage/death/harvest loop.
- Added automation coverage for live GameInstance persistence save/restore through
UAgrarianPersistenceSubsystem. - Selected Ground Zero MVP terrain tile and added first tile registry schema.
- Prototyped real elevation import for the Ground Zero tile using USGS EPQS samples.
- Acquired and extracted final USGS 3DEP 1-meter DEM source for the Ground Zero tile.
- Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
- Imported the Ground Zero R16 heightmap into
/Game/Agrarian/Maps/L_GroundZeroTerrain_Test. - Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
- Set the packaged investor demo default map to Ground Zero.
- Added first Agrarian Studio splash screen and investor demo legal notices.
- Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
Open version .01 tasks:
- Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
- Create
IA_Interactinput action. - Bind
IA_InteracttoEand a gamepad button. - Assign
IA_Interactto the character Blueprint'sInteractAction. - Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- Place resource nodes, campfire, shelter, and wildlife in the test map.
- Added command-mode smoke verification for gather -> inventory -> craft -> place shelter -> save/load data loop.
- Added fiber gathering and primitive shelter part recipes so shelter ingredients are naturally obtainable.
- [~] Add a simple HUD/debug display for survival and inventory.
- Test gather -> inventory -> craft -> place shelter -> save/load loop.
- Make primitive shelter ingredients naturally obtainable in normal play instead of smoke-test seeded.
- Add a PIE/server persistence test that exercises
UAgrarianPersistenceSubsystemwith a live GameInstance. - Test wildlife damage/death/harvest loop.
- Decide whether to keep the current template variants or remove unused starter variants.
- Choose Ground Zero 1 km MVP tile.
- Build first tile metadata/registry prototype for Ground Zero.
- Prove automated import of real terrain data into the MVP tile.
- Define acceptable real terrain accuracy and final DEM/lidar source requirements for the MVP tile.
- Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
- Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
- Import the Ground Zero R16 heightmap into an Unreal terrain test map.
- Package a Windows Development investor demo that starts on the Ground Zero map.
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
- Create base player character class.
- Create player controller.
- Create camera setup.
- Decide first-person, third-person, or hybrid camera.
- 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.
- Implement jumping if needed.
- Implement interaction trace.
- Implement interact prompt.
- Implement basic animation blueprint.
- Implement placeholder character mesh.
- [~] Add replication for player movement and core state.
- [~] Add developer debug overlay for player status.
1.2 Character Stats
- Create stat component.
- Add health.
- Add stamina.
- Add hunger.
- Add thirst.
- Add body temperature.
- Add exhaustion.
- Add injury state.
- Add infection or sickness placeholder.
- Add stat regeneration rules.
- Add stat decay rules.
- Add stat replication.
- Add stat save/load support.
- Add debug commands for modifying stats.
- [~] Add HUD display for critical stats.
1.3 Time, Weather, And Environment Pressure
- Create world time system.
- Add day/night cycle.
- Add configurable time scale.
- Add temperature curve by time of day.
- Add simple weather states.
- Add clear weather.
- Add rain.
- Add cold/wind state.
- Add storm placeholder.
- Add weather transition rules.
- Add weather replication.
- Add weather save/load support.
- 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
- Choose Ground Zero real-world 1 km x 1 km MVP tile.
- Choose MVP biome based on Ground Zero location.
- [~] Create playable test map.
- Add terrain base from real elevation data.
- Add first-pass water depth/shoreline handling if applicable.
- Add first-pass hill, mountain, river, stream, lake, and coastline handling if present in Ground Zero.
- Add source metadata record for the MVP tile.
- Add generated tile metadata record for the MVP tile.
- Verify terrain scale is 1 km x 1 km in Unreal.
- Verify terrain tile origin and centered Unreal bounds for the Ground Zero test map.
- Verify neighboring tile edge coordinates against the registry before multi-tile stitching.
- Add foliage pass.
- [~] Add resource nodes.
- Add biome-appropriate natural resources based on Ground Zero.
- 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.
- Create item definition data asset.
- Create item stack structure.
- 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.
- Add replication for inventory changes.
- Add persistence for inventory.
- Add debug item spawn command.
1.6 Gathering And Resources
- Create resource node base class.
- Add wood resource.
- Add stone resource.
- Add fiber resource.
- Add edible plant resource.
- Add water gathering interaction.
- Add resource depletion.
- Add respawn rules for MVP.
- Add tool requirement rules.
- Add bare-hand gathering fallback.
- Add resource node persistence.
- Add replicated gathering feedback.
1.7 Primitive Crafting
- Design recipe data model.
- Create recipe data assets.
- Implement recipe validation.
- Implement crafting queue or instant crafting.
- Add primitive tool recipe.
- Add campfire recipe.
- Add shelter recipe.
- Add recipes or gather paths for primitive shelter structure parts.
- Add simple container recipe.
- Add bandage or basic treatment recipe.
- Add crafting UI.
- Add multiplayer authority checks.
- [~] Add crafting debug tools.
1.8 Fire System
- Create fire actor.
- Add fuel amount.
- Add ignition interaction.
- Add extinguish logic.
- Add warmth radius.
- Add light source.
- Add cooking placeholder if needed.
- Add smoke/visual effect placeholder.
- Add replication.
- Add persistence.
- Connect fire to body temperature.
- Connect rain/weather to fire behavior.
1.9 Shelter Building
- Decide MVP building style.
- Create build placement mode.
- [~] Add ghost preview.
- Add placement validation.
- Add basic shelter piece.
- Add wall piece if needed.
- Add roof piece if needed.
- Add door/opening if needed.
- Add resource cost validation.
- Add construction interaction.
- Add shelter protection volume.
- Add shelter persistence.
- Add shelter replication.
- Add deconstruction or damage placeholder.
1.10 Injury And Basic Survival Consequences
- Add generic injury state.
- Add bleeding placeholder.
- Add sprain or movement penalty placeholder.
- Add cold exposure damage.
- Add starvation damage.
- 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
- Choose MVP wildlife species.
- Create wildlife base pawn.
- Add simple AI wander.
- Add flee behavior.
- Add aggression behavior if needed.
- Add health.
- Add damage.
- Add harvesting interaction.
- Add meat/hide resources.
- Add spawn manager.
- 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.
- Add replicated player stats.
- Add replicated inventory.
- Add replicated world time.
- Add replicated weather.
- Add replicated resource nodes.
- 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.
- Save placed structures.
- Save resource depletion state if needed.
- Save world time.
- Save weather seed/state.
- Save containers.
- Add server-side save interval.
- 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.
- 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.
- Add client local tile cache prototype.
- 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.
- Define global tile registry data model for roughly 510-520 million potential 1 km tiles.
- Define tile coordinate primary key strategy.
- Define tile metadata tables.
- Define tile generation job tables.
- 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
- Define dev editor build process.
- Define internal test build process.
- 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.
- Add one-command Codex build wrapper for
AgrarianGameEditor. - Store editor build logs under
Saved/BuildLogs/BuildEditor-Windows.log. - Add one-command packaged client build wrapper.
- Add one-command Linux dedicated server build wrapper.
- Define investor-demo build trigger at version milestone completion.
- Add smoke-test command for build artifacts.
L. 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.
- Confirm engine version.
- Set source control.
- Create base character.
- Create interaction system.
- Create first test map.
- Create stat component.
- Create inventory prototype.
- Create networking baseline.
- Create build instructions.
- Create operational build lane for Codex.
- Choose Ground Zero candidate tile.
- Define first tile registry schema.
Month 2 - Survival Loop
- Add hunger.
- Add thirst.
- Add health.
- Add stamina.
- Add weather.
- Add body temperature.
- [~] Add gatherable resources.
- Add campfire.
- Add basic crafting.
- [~] Add basic HUD.
- Import first real terrain MVP tile if feasible.
Month 3 - Shelter And Persistence
- Add building placement.
- Add primitive shelter.
- Add storage container.
- Add save/load for players.
- 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.
- Add wildlife prototype.
- 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.
- 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.
- Hunger and thirst matter.
- Injury or damage can create meaningful risk.
- [~] At least one wildlife system exists.
- Inventory works and replicates.
- 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
- Mount or create reliable local access path to the NAS
shared_driveproject. - Decide whether to create a Git repository for the Unreal project.
- Inspect
Source/and current Unreal project structure. - Confirm Unreal Engine version.
- Confirm whether existing project opens cleanly.
- Confirm whether it compiles cleanly.
- Create Phase 0 task board from this roadmap.
- Start with base character, interaction, stats, inventory, and test map.
- Set up Ubuntu-Codex source-control lane.
- Set up Windows-Builder headless Unreal build lane.
- Fix current C++ compile break and verify
AgrarianGameEditorbuild.
Next version .01 priorities:
- Confirm latest C++ build succeeds on Windows-Builder.
- Open the project in Unreal Editor from the shared project path.
- Create
IA_Interactand bind it toEplus a gamepad button. - Assign
IA_Interactto the Agrarian character Blueprint. - Create the first editor assets needed for the playable loop.
- Place and test the wood resource node.
- Place and test the campfire.
- Place and test the primitive shelter.
- Place and test the rabbit wildlife Blueprint.
- [~] Add simple survival/inventory HUD feedback.
- Run the first full gather -> craft -> place -> save -> load smoke test.
- Test wildlife damage/death/harvest loop.
- Make all primitive shelter ingredients obtainable through normal play.
- Choose Ground Zero 1 km MVP tile.
- Define first tile registry schema.
- Prototype real terrain import for the selected MVP tile.
Immediate next item:
- Add first-pass water depth/shoreline handling if applicable.