79 lines
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79 lines
73 KiB
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<title>Agrarian Investor Roadmap - May 19, 2026</title>
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<h1>Agrarian Investor Roadmap Update</h1>
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<p>May 19, 2026 - full roadmap through all current milestones, including the new investor visual MVP gate.</p>
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<h2>Executive Snapshot</h2>
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<p>Agrarian remains in the Foundational Survival MVP phase. The latest testing made one thing clear: the current investor demo proves systems, but the menus and placeholder visuals are not yet investor visual MVP quality.</p>
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<div class="tile"><strong>Current Reality</strong>The demo has survival, persistence, multiplayer, UI, and map systems moving forward, but character art, menus, vegetation, water, terrain dressing, and object meshes still need a deliberate investor-facing pass.</div>
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<div class="tile"><strong>Roadmap Change</strong>Added <strong>0.1.O Investor Visual MVP And Menu Polish</strong> before audio and QA, so this becomes a near-term gate before calling another build investor-ready.</div>
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<div class="tile"><strong>Visual Target</strong>Grounded realism remains the art direction: believable terrain, foliage, human characters, materials, lighting, weathering, survival objects, and optional ray tracing that is never required.</div>
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<div class="tile"><strong>Validation Change</strong>Investor builds now need real GPU visual QA through Sunshine/Moonlight or equivalent capture, because guest-agent screenshots cannot validate the rendered desktop.</div>
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<section>
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<h2>New Investor Demo Gate</h2>
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<p class="note">No current build should be described as investor visual MVP if menus are confusing, character art is mannequin-only, terrain is flat/tan, foliage is absent or unreadable, or core objects still read as primitive debug shapes.</p>
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<ul><li>Reclassify the current investor demo as systems-first, not investor visual MVP, until the visual/menu quality gate below is complete.</li><li>Replace the native painted MVP frontend with a proper UMG menu flow using real button widgets, hover/pressed states, keyboard/controller focus, mouse click targets, and predictable back/escape behavior.</li><li>Make startup credits, character selection, server/join, loading, pause, save, and quit feel like separate intentional segments, with no impression that gameplay has started underneath the UI.</li><li>Add a visually verified packaged-client startup test using Sunshine/Moonlight or another real GPU desktop capture path, because QEMU guest-agent screenshots cannot validate the interactive rendered desktop.</li><li>Add first realistic playable character proxies for the selected young adult male and female archetypes, replacing the default mannequin/dummy presentation for investor builds.</li><li>Replace box/sphere/cylinder survival objects with readable MVP meshes for campfires, primitive shelter pieces, resource pickups, water sources, wildlife, and gathered items.</li><li>Replace the placeholder Ground Zero environment presentation with investor-facing biome dressing: believable terrain material, grass, brush, shrubs, bushes, trees, rocks, water visuals, and local coastal-scrub color variation.</li><li>Add a real water-source visual pass with surface material, edge treatment, scale, and placement that reads as collectable freshwater instead of a placeholder plane.</li><li>Add density and sightline tuning so grasses, shrubs, trees, and resource clusters are visible enough to sell the world without hiding gameplay-critical objects.</li><li>Preserve realism as the target: use assets, materials, lighting, and environmental dressing that can survive toward MVP production rather than cosmetic throwaways where practical.</li><li>Define default, recommended, and cinematic investor rendering presets, with ray tracing available only as an optional high-end/cinematic mode and never required for baseline visual credibility.</li><li>Verify the non-ray-traced compatibility/default path still looks credible on common investor, tester, and remote-session hardware.</li><li>Add packaged-demo visual QA screenshots or short clips for startup credits, character selection, first spawn, terrain, vegetation, water, campfire, shelter, pause menu, and save/quit before each investor build is called ready.</li><li>Add an investor-demo acceptance gate: no current build should be described as investor visual MVP if menus are confusing, character art is mannequin-only, terrain is flat/tan, foliage is absent or unreadable, or core objects still read as primitive debug shapes.</li></ul>
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</section>
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<section>
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<h2>Version Milestones</h2>
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<div class="milestone-grid"><article class="milestone"><div class="milestone-head"><h3>Version 0.01 - Project Foundation And Guardrails</h3><span class="badge done">complete</span></div><p>123 complete / 0 in-progress / 0 open.</p><ul><li>Decide where the Unreal project repository will live.</li><li>Create or confirm GitHub repository for the Unreal project.</li><li>Decide whether large assets use Git LFS.</li><li>Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git.</li><li>Create `.gitignore` for Unreal Engine.</li><li class="muted">+ 118 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.1 - Foundational Survival MVP</h3><span class="badge progress">220/280 done</span></div><p>220 complete / 2 in-progress / 58 open.</p><ul><li>Create base player character class.</li><li>Create player controller.</li><li>Create camera setup.</li><li>Decide first-person, third-person, or hybrid camera. Decision: hybrid camera with third person as default and optional first-person toggle.</li><li>Implement first/third-person camera toggle.</li><li class="muted">+ 275 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.2 - Persistent Homesteading</h3><span class="badge progress">1/78 done</span></div><p>1 complete / 0 in-progress / 77 open.</p><ul><li>Design land claim philosophy.</li><li>Define claim size limits.</li><li>Define claim cost or effort.</li><li>Implement claim marker.</li><li>Implement claim ownership.</li><li class="muted">+ 73 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.3 - Social Civilization Systems</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 54 open.</p><ul><li>Add player display identity.</li><li>Add household/family name placeholder.</li><li>Add reputation records.</li><li>Add local reputation display.</li><li>Add reputation event logging.</li><li class="muted">+ 49 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.4 - Generational Gameplay</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 75 open.</p><ul><li>Define time scale for aging.</li><li>Add character age.</li><li>Add age categories.</li><li>Add stat changes by age.</li><li>Add skill efficiency changes by age.</li><li class="muted">+ 70 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.5 - Governments And Civilization</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 54 open.</p><ul><li>Add settlement progression metrics.</li><li>Add population tracking.</li><li>Add infrastructure tracking.</li><li>Add settlement services.</li><li>Add city designation.</li><li class="muted">+ 49 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.6 - Dynamic Civilization Cycles</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 38 open.</p><ul><li>Add soil exhaustion.</li><li>Add crop rotation benefits.</li><li>Add deforestation tracking.</li><li>Add wildlife population tracking.</li><li>Add water stress.</li><li class="muted">+ 33 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.7 - Earth-Scale Expansion</h3><span class="badge progress">0/71 done</span></div><p>0 complete / 2 in-progress / 69 open.</p><ul><li>Evaluate Unreal World Partition.</li><li>Define real terrain generation pipeline.</li><li>Define real bathymetry/ocean-depth generation pipeline.</li><li>Define hand-authored vs procedural balance.</li><li>Define 1 km tile package format.</li><li class="muted">+ 66 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.8 - Industrial And Automation Era</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 50 open.</p><ul><li>Add mining progression.</li><li>Add ore processing.</li><li>Add metallurgy.</li><li>Add machine parts.</li><li>Add fuel types.</li><li class="muted">+ 45 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 0.9 - Orbital Foundations</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 28 open.</p><ul><li>Add astronomy observations.</li><li>Add observatory building.</li><li>Add star charts.</li><li>Add orbital mechanics knowledge.</li><li>Add education requirements.</li><li class="muted">+ 23 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Version 1.0 - Interplanetary Frontier</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 26 open.</p><ul><li>Add spacecraft design.</li><li>Add fuel logistics.</li><li>Add life support.</li><li>Add navigation.</li><li>Add travel windows.</li><li class="muted">+ 21 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Cross-Cutting Technical Tracks</h3><span class="badge progress">24/170 done</span></div><p>24 complete / 0 in-progress / 146 open.</p><ul><li>Define server authority rules.</li><li>Define replication ownership rules.</li><li>Define relevancy strategy.</li><li>Define bandwidth budget.</li><li>Create multiplayer test maps.</li><li class="muted">+ 165 more tracked roadmap items</li></ul></article></div>
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<h2>Full Roadmap Detail</h2>
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<div class="milestone-grid"><article class="milestone"><div class="milestone-head"><h3>Project North Star</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 23 open.</p><ul><li>Civilization is built, not spawned.</li><li>Legacy matters more than levels.</li><li>History is never erased.</li><li>The frontier always exists somewhere.</li><li>Knowledge is the true progression system.</li><li class="muted">+ 18 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Time And Progression Philosophy</h3><span class="badge progress">1/10 done</span></div><p>1 complete / 0 in-progress / 9 open.</p><ul><li>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.</li><li>The world does not get faster; the player gets better.</li><li>Human-scale actions such as walking, gathering, chopping, fishing, hunting, hauling, crafting interaction time, and combat stay close to believable real-time pacing.</li><li>Biological and seasonal systems such as crop growth, livestock maturity, pregnancy, spoilage, disease, healing, soil recovery, tree growth, and seasons use the Agrarian calendar.</li><li>Skills should mostly improve efficiency, yield, quality, reliability, survival odds, and working capacity.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Current Known Project Location</h3><span class="badge done">complete</span></div><p>14 complete / 0 in-progress / 0 open.</p><ul><li>`AgrarianGame.uproject`</li><li>`Source/`</li><li>`Content/`</li><li>`Config/`</li><li>`Scripts/`</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Active Milestone - Version 0.01 Foundation Baseline</h3><span class="badge done">complete</span></div><p>35 complete / 0 in-progress / 0 open.</p><ul><li>Created GitHub repository `pacificao/AgrarianGameBuild`.</li><li>Imported the Unreal project into Git with Git LFS.</li><li>Added Unreal-safe `.gitignore` and `.gitattributes`.</li><li>Added Windows build and cleanup helper scripts.</li><li>Removed stale `VisualStudioTools` plugin reference.</li><li class="muted">+ 30 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.A Repository And Source Control</h3><span class="badge done">complete</span></div><p>13 complete / 0 in-progress / 0 open.</p><ul><li>Decide where the Unreal project repository will live.</li><li>Create or confirm GitHub repository for the Unreal project.</li><li>Decide whether large assets use Git LFS.</li><li>Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git.</li><li>Create `.gitignore` for Unreal Engine.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.B Engine And Tooling Decisions</h3><span class="badge done">complete</span></div><p>14 complete / 0 in-progress / 0 open.</p><ul><li>Confirm Unreal Engine version.</li><li>Decide Blueprint-first, C++-first, or hybrid approach.</li><li>Decide whether Gameplay Ability System is needed now or later. Decision: defer GAS until after the version 0.1 MVP survival foundation; keep current explicit replicated components for survival, inventory, crafting, interaction, movement, time, weather, resources, and building. Revisit when skills, combat, injuries, medicine, equipment effects, professions, and long-term status modifiers create enough repeated ability/effect logic to justify GAS.</li><li>Decide networking model for MVP.</li><li>Decide dedicated server target platform.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.C Design Documentation</h3><span class="badge done">complete</span></div><p>16 complete / 0 in-progress / 0 open.</p><ul><li>Create game design document.</li><li>Create technical design document.</li><li>Create multiplayer/networking design document.</li><li>Create persistence design document.</li><li>Create Earth-scale terrain/tile streaming design document.</li><li class="muted">+ 11 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.D Project Structure</h3><span class="badge done">complete</span></div><p>15 complete / 0 in-progress / 0 open.</p><ul><li>Organize `Content/Agrarian/` root folder.</li><li>Create folders for Characters.</li><li>Create folders for Environment.</li><li>Create folders for Items.</li><li>Create folders for UI.</li><li class="muted">+ 10 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.E MVP Definition</h3><span class="badge done">complete</span></div><p>15 complete / 0 in-progress / 0 open.</p><ul><li>Define what qualifies as the 6-month MVP.</li><li>Define what will not be included in MVP.</li><li>Define target player count for MVP test.</li><li>Select the real-world "Ground Zero" 1 km x 1 km MVP tile.</li><li>Define target map size for MVP around the Ground Zero tile.</li><li class="muted">+ 10 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.F Operational Infrastructure</h3><span class="badge done">complete</span></div><p>22 complete / 0 in-progress / 0 open.</p><ul><li>Stand up Unraid `DevBox` as shared project storage.</li><li>Create and expose the `projects` SMB share.</li><li>Add LAN name resolution for `DevBox`.</li><li>Mount `\\DevBox\projects` on Ubuntu-Codex at `/mnt/projects`.</li><li>Clone `pacificao/AgrarianGameBuild` to `/mnt/projects/AgrarianGameBulid`.</li><li class="muted">+ 17 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.01.G Earth-Scale Terrain Architecture</h3><span class="badge done">complete</span></div><p>28 complete / 0 in-progress / 0 open.</p><ul><li>Define canonical tile coordinate system for 1 km x 1 km world tiles.</li><li>Decide how latitude/longitude maps to Unreal coordinates and World Partition cells.</li><li>Decide how to handle projection distortion, poles, and dateline crossing.</li><li>Define authoritative tile manifest schema.</li><li>Define tile status states: unknown, queued, source-data-found, generated, validated, packaged, published, deprecated.</li><li class="muted">+ 23 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.A Core Player Foundation</h3><span class="badge done">complete</span></div><p>19 complete / 0 in-progress / 0 open.</p><ul><li>Create base player character class.</li><li>Create player controller.</li><li>Create camera setup.</li><li>Decide first-person, third-person, or hybrid camera. Decision: hybrid camera with third person as default and optional first-person toggle.</li><li>Implement first/third-person camera toggle.</li><li class="muted">+ 14 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.B Character Stats</h3><span class="badge done">complete</span></div><p>16 complete / 0 in-progress / 0 open.</p><ul><li>Create stat component.</li><li>Add health.</li><li>Add stamina.</li><li>Add hunger.</li><li>Add thirst.</li><li class="muted">+ 11 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.C Time, Weather, And Environment Pressure</h3><span class="badge done">complete</span></div><p>26 complete / 0 in-progress / 0 open.</p><ul><li>Create world time system.</li><li>Add day/night cycle.</li><li>Add configurable time scale.</li><li>Set default server time scale to `4 real hours = 1 in-game day`.</li><li>Add real local time-zone and sunrise/sunset lookup for Ground Zero by latitude/longitude. Added tile-aware solar metadata to `AAgrarianGameState`, Ground Zero Pacifica defaults, local sunrise/sunset/solar-noon/day-length approximation, replicated solar state, `IsNight` based on active tile solar bounds, and a repeatable registry-driven solar metadata generator that skips placeholder/unknown tiles.</li><li class="muted">+ 21 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.D Single Biome MVP Map</h3><span class="badge progress">24/26 done</span></div><p>24 complete / 2 in-progress / 0 open.</p><ul><li>Choose Ground Zero real-world 1 km x 1 km MVP tile.</li><li>Choose MVP biome based on Ground Zero location.</li><li>Link Ground Zero tile coordinates to real-world weather lookup coordinates. Added explicit Ground Zero `weather_lookup_metadata` with tile-center latitude `37.5925`, longitude `-122.4995`, Open-Meteo primary routing, NOAA/NWS fallback eligibility, manifest generation support, registry/schema documentation, and a verifier so future source-backed tiles use declared lookup metadata instead of one-off hard-coded coordinates.</li><li>Create playable test map.</li><li>Add terrain base from real elevation data.</li><li class="muted">+ 21 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.E Inventory System</h3><span class="badge done">complete</span></div><p>14 complete / 0 in-progress / 0 open.</p><ul><li>Design inventory data model. Added `Docs/InventoryDataModel.md` to lock</li><li>Create item definition data asset.</li><li>Create item stack structure.</li><li>Create inventory component.</li><li>Add item pickup. Added native `AAgrarianItemPickup` interactable world</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.F Gathering And Resources</h3><span class="badge done">complete</span></div><p>12 complete / 0 in-progress / 0 open.</p><ul><li>Create resource node base class.</li><li>Add wood resource.</li><li>Add stone resource. Stone is defined as `DA_Item_Stone`, exposed through</li><li>Add fiber resource.</li><li>Add edible plant resource. Added `BP_EdiblePlantResourceNode` as a</li><li class="muted">+ 7 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.G Primitive Crafting</h3><span class="badge done">complete</span></div><p>13 complete / 0 in-progress / 0 open.</p><ul><li>Design recipe data model.</li><li>Create recipe data assets.</li><li>Implement recipe validation.</li><li>Implement crafting queue or instant crafting.</li><li>Add primitive tool recipe.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.H Fire System</h3><span class="badge done">complete</span></div><p>12 complete / 0 in-progress / 0 open.</p><ul><li>Create fire actor.</li><li>Add fuel amount.</li><li>Add ignition interaction.</li><li>Add extinguish logic. Added native campfire extinguish support that</li><li>Add warmth radius.</li><li class="muted">+ 7 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.I Shelter Building</h3><span class="badge done">complete</span></div><p>14 complete / 0 in-progress / 0 open.</p><ul><li>Decide MVP building style. MVP shelter building uses a crafted-kit style:</li><li>Create build placement mode.</li><li>Add ghost preview. The building placement component now exposes preview</li><li>Add placement validation.</li><li>Add basic shelter piece.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.J Injury And Basic Survival Consequences</h3><span class="badge done">complete</span></div><p>11 complete / 0 in-progress / 0 open.</p><ul><li>Add generic injury state.</li><li>Add bleeding placeholder. Survival now tracks replicated</li><li>Add sprain or movement penalty placeholder. Survival now tracks replicated</li><li>Add cold exposure damage.</li><li>Add starvation damage.</li><li class="muted">+ 6 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.K Wildlife Prototype</h3><span class="badge done">complete</span></div><p>12 complete / 0 in-progress / 0 open.</p><ul><li>Choose MVP wildlife species.</li><li>Create wildlife base pawn.</li><li>Add simple AI wander.</li><li>Add flee behavior.</li><li>Add aggression behavior if needed.</li><li class="muted">+ 7 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.L Basic Multiplayer</h3><span class="badge done">complete</span></div><p>16 complete / 0 in-progress / 0 open.</p><ul><li>Confirm listen server vs dedicated server for MVP. Decision: listen server is acceptable for quick internal testing, but dedicated server is the preferred closed-test target.</li><li>Create dedicated server build target if needed. Confirmed the</li><li>Add server travel flow. Added an allowlisted `AgrarianServerTravel</li><li>Define server authority over streamed terrain tiles.</li><li>Define server response when a client requests a missing tile.</li><li class="muted">+ 11 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.M Persistence MVP</h3><span class="badge done">complete</span></div><p>18 complete / 0 in-progress / 0 open.</p><ul><li>Decide MVP persistence scope.</li><li>Decide what tile metadata is stored in save data vs external tile registry.</li><li>Save player identity. Player save records now keep a</li><li>Save player stats. Player save records capture</li><li>Save long-term character care history placeholders without applying</li><li class="muted">+ 13 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.N MVP UI And UX</h3><span class="badge done">complete</span></div><p>13 complete / 0 in-progress / 0 open.</p><ul><li>Add main menu placeholder. Added native `UAgrarianMvpFrontendWidget` with a scalable painted main menu panel and local player-controller spawning so the MVP frontend has an owned placeholder instead of relying on template UI.</li><li>After splash/startup screens, land on an MVP character selection landing page. The local player controller now opens the MVP frontend on `CharacterSelection`, and the native frontend widget paints a scalable character-selection landing page before gameplay.</li><li>Let players choose a realistic young adult male or female character with average proportions for the MVP. Added a selectable MVP character archetype enum, visible selected state, keyboard selection, and `AgrarianSelectCharacter male|female` dev command while keeping both choices on the same MVP survival baseline until real character art arrives.</li><li>Add join server screen. Added a native `JoinServer` frontend screen showing the selected character and `play.agrariangame.com:7777`, with keyboard flow from character selection and a dev command to display the screen directly.</li><li>Add loading screen. Added a native `Loading` frontend screen with Ground Zero preparation copy, selected character/server context, a deterministic placeholder progress bar, and join-screen keyboard flow into loading.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.O Investor Visual MVP And Menu Polish</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 14 open.</p><ul><li>Reclassify the current investor demo as systems-first, not investor visual MVP, until the visual/menu quality gate below is complete.</li><li>Replace the native painted MVP frontend with a proper UMG menu flow using real button widgets, hover/pressed states, keyboard/controller focus, mouse click targets, and predictable back/escape behavior.</li><li>Make startup credits, character selection, server/join, loading, pause, save, and quit feel like separate intentional segments, with no impression that gameplay has started underneath the UI.</li><li>Add a visually verified packaged-client startup test using Sunshine/Moonlight or another real GPU desktop capture path, because QEMU guest-agent screenshots cannot validate the interactive rendered desktop.</li><li>Add first realistic playable character proxies for the selected young adult male and female archetypes, replacing the default mannequin/dummy presentation for investor builds.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.P MVP Audio And Atmosphere</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 17 open.</p><ul><li>Add ambient biome audio.</li><li>Add footstep placeholders.</li><li>Add gathering sounds.</li><li>Add fire sounds.</li><li>Add unattended and poorly maintained fire risk for campfires and other open-flame sources.</li><li class="muted">+ 12 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.Q MVP QA Gates</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 13 open.</p><ul><li>Can launch packaged client.</li><li>Can launch server.</li><li>Can connect two clients.</li><li>Can gather resources.</li><li>Can craft a fire.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.1.R Knowledge And Skill Foundation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 14 open.</p><ul><li>Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure.</li><li>Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.</li><li>Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes.</li><li>Define how practical experience grows through use, repetition, mistakes, and recovery from failure.</li><li>Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.A Land And Claiming</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Design land claim philosophy.</li><li>Define claim size limits.</li><li>Define claim cost or effort.</li><li>Implement claim marker.</li><li>Implement claim ownership.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.B Farming</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 16 open.</p><ul><li>Design soil model.</li><li>Add basic soil quality.</li><li>Add moisture.</li><li>Add crop data assets.</li><li>Add planting interaction.</li><li class="muted">+ 11 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.C Domestication</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 12 open.</p><ul><li>Choose first domestic animal.</li><li>Add taming concept.</li><li>Add feeding.</li><li>Add containment.</li><li>Add animal health.</li><li class="muted">+ 7 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.D Storage And Preservation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 9 open.</p><ul><li>Add storage containers.</li><li>Add container permissions.</li><li>Add spoilage timer.</li><li>Add preserved food item.</li><li>Add drying/smoking/salting placeholder.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.E Permanent Structures</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 11 open.</p><ul><li>Expand building pieces.</li><li>Add foundation.</li><li>Add walls.</li><li>Add roof.</li><li>Add door.</li><li class="muted">+ 6 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.F Simple Economy</h3><span class="badge progress">1/8 done</span></div><p>1 complete / 0 in-progress / 7 open.</p><ul><li>Add barter container.</li><li>Add simple trade UI.</li><li>Add ownership transfer.</li><li>Add local price notes if needed.</li><li>Add AGR placeholder integration planning.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.G Homesteading Knowledge Progression</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Define early profession paths: farmer, herder, carpenter, mason, cook, medic, hunter, fisher, trapper, trader, and scout.</li><li>Add learning-by-doing bonuses for routine homestead work without letting repetition replace core understanding.</li><li>Add simple manuals, oral tips, and settlement notes as discoverable teaching objects.</li><li>Add household teaching rules for passing practical knowledge to family or trusted settlement members.</li><li>Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.2.H Household Task And Helper Foundations</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Define the first household helper data model: identity, relationship to player, home location, needs, trust, simple role, allowed work radius, and safe storage access.</li><li>Add task reservation records for gather, haul, store, cook, tend fire, repair, watch, and rest so future NPCs do useful work without duplicating player actions.</li><li>Add safe-zone and danger-zone concepts for where family/helper characters may act without direct supervision.</li><li>Add server-authoritative household task selection using utility scores for hunger, thirst, fatigue, weather, danger, available tools, local resources, and household priorities.</li><li>Add simple helper work reports so players can see what was gathered, consumed, protected, repaired, or failed while they were away.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.A Identity And Reputation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add player display identity.</li><li>Add household/family name placeholder.</li><li>Add reputation records.</li><li>Add local reputation display.</li><li>Add reputation event logging.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.B Trade And Contracts</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 9 open.</p><ul><li>Design direct trade flow.</li><li>Add secure trade window.</li><li>Add barter offer records.</li><li>Add basic contract data model.</li><li>Add delivery contract.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.C Crime And Consequences</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Define theft rules.</li><li>Define trespassing rules.</li><li>Define property damage rules.</li><li>Add crime event logs.</li><li>Add witness/local knowledge concept.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.D Local Governance</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add group/settlement entity.</li><li>Add membership.</li><li>Add roles.</li><li>Add permissions.</li><li>Add voting placeholder.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.E Migration And Frontier</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Design migration pressure model.</li><li>Add spawn region variation.</li><li>Add new frontier spawn logic.</li><li>Add abandoned settlement discovery.</li><li>Add map hints for settlement density.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.F Apprenticeships, Schools, And Local Expertise</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add apprenticeship agreements between players, families, guilds, or settlements.</li><li>Add mentor effectiveness based on knowledge depth, practical experience, communication skill, reputation, and available tools.</li><li>Add local expert roles for healers, builders, farmers, smiths, navigators, teachers, and administrators.</li><li>Add settlement knowledge records for who can teach which topics.</li><li>Add skill reputation and proof-of-work records for contracts and leadership roles.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.3.G Community NPC Behavior Foundation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Define community NPC archetypes for family members, settlers, apprentices, specialists, travelers, traders, guards, healers, teachers, and dependents.</li><li>Add shared behavior inputs for physical needs, emotional state, social trust, fear, grief, loyalty, fatigue, skill confidence, danger, weather, hunger, and shelter quality.</li><li>Add relationship-aware interactions between NPCs and players: greeting, helping, refusing, teaching, asking for aid, trading, warning, reporting danger, and seeking shelter.</li><li>Add local memory records for important events: helped, harmed, rescued, taught, betrayed, fed, abandoned, injured, protected, or witnessed.</li><li>Add community role assignment rules so NPCs choose useful work based on ability, need, reputation, household permission, tools, and settlement priorities.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.A Aging And Lifespan</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 14 open.</p><ul><li>Define time scale for aging.</li><li>Add character age.</li><li>Add age categories.</li><li>Add stat changes by age.</li><li>Add skill efficiency changes by age.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.B Family And Relationships</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Add relationship model.</li><li>Add household model.</li><li>Add spouse/partner placeholder.</li><li>Add children system design.</li><li>Add NPC vs player descendant decision.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.C Knowledge Inheritance</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 20 open.</p><ul><li>Define knowledge categories.</li><li>Add knowledge acquisition.</li><li>Add teaching interaction.</li><li>Add apprenticeship.</li><li>Add inherited knowledge rules.</li><li class="muted">+ 15 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.D Inheritance</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Add estate model.</li><li>Add property inheritance rules.</li><li>Add item inheritance rules.</li><li>Add claim inheritance.</li><li>Add settlement role inheritance.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.E Character Visual Aging And Condition</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Define visual age stages for child, young adult, adult, mature adult, elder, and late elder if those stages are playable.</li><li>Define skin aging rules: wrinkles, texture changes, sun/weather exposure, scars, illness marks, and complexion changes.</li><li>Define hair aging rules: graying, thinning, facial hair changes, and style constraints by era/culture.</li><li>Define body/posture aging rules: muscle mass, weight, gait, posture, frailty, and injury compensation.</li><li>Define visual condition rules based on lifetime care quality, including hard living vs well-cared-for characters.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.F Family Agency And Emotional Life</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 9 open.</p><ul><li>Define family-member autonomy levels: dependent, helper, apprentice, adult contributor, elder advisor, and incapacitated.</li><li>Add family daily rhythm rules for eating, sleeping, sheltering, learning, working, socializing, resting, and responding to danger.</li><li>Add emotional state model for safety, grief, fear, attachment, resentment, pride, loneliness, confidence, and hope, driven by actual game events.</li><li>Add family memory continuity across generations so children and descendants remember major household events, losses, teachers, migrations, disasters, and achievements.</li><li>Add teach/learn interactions between player characters, family members, apprentices, and elders, including practical demonstration and oral instruction.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.4.G Offline Character Stewardship</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Define logged-off player stewardship rules for a persistent real-time world.</li><li>Let logged-off player characters contribute defensively and domestically from their last valid location, home, claim, or assigned settlement post without advancing exploration position.</li><li>Allow limited offline actions such as watching a camp, helping defend a shelter, tending assigned fires, hauling nearby stored goods, basic repairs, and helping with routine household work.</li><li>Prevent offline characters from discovering new map areas, learning new skills, completing major projects, making strategic choices, accepting risky travel, or gaining unfair progression.</li><li>Add offline risk exposure so logged-off characters can still suffer from hunger, thirst, weather, fire, attack, neglect, disease, or unsafe orders if their household is poorly prepared.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.A Settlements To Cities</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add settlement progression metrics.</li><li>Add population tracking.</li><li>Add infrastructure tracking.</li><li>Add settlement services.</li><li>Add city designation.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.B Citizenship And Law</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add citizenship model.</li><li>Add legal code records.</li><li>Add local laws.</li><li>Add permissions by law.</li><li>Add court/dispute placeholder.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.C Taxation And Public Works</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add treasury model.</li><li>Add tax rules.</li><li>Add public storage.</li><li>Add road funding.</li><li>Add public building funding.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.D Diplomacy</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add settlement relations.</li><li>Add alliances.</li><li>Add trade agreements.</li><li>Add non-aggression pacts.</li><li>Add war declaration.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.E Warfare</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Define combat scale.</li><li>Add weapon progression.</li><li>Add armor progression.</li><li>Add siege placeholder.</li><li>Add territory conflict rules.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.F Public Education, Professions, And Certification</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 15 open.</p><ul><li>Add public schools, academies, guilds, universities, libraries, laboratories, hospitals, workshops, and proving grounds as settlement institutions.</li><li>Add licensing/certification systems for high-risk roles such as doctor, engineer, pilot, heavy equipment operator, power operator, explosives handler, and public official.</li><li>Add standardized curricula controlled by settlements or governments.</li><li>Add professional ethics, malpractice, negligence, and public safety consequences.</li><li>Add civil engineering knowledge for roads, bridges, water systems, sanitation, drainage, public buildings, and urban planning.</li><li class="muted">+ 10 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.5.G Settlement Labor, Care, And Community Schedules</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add settlement work boards for assigning recurring jobs to families, NPCs, apprentices, and logged-off player characters within explicit permissions.</li><li>Add community schedules for planting, harvesting, cooking, watch duty, maintenance, schooling, medical care, public works, and emergency response.</li><li>Add dependent-care systems for children, elders, injured characters, sick characters, and disabled characters.</li><li>Add labor fairness and morale rules so communities that overwork or neglect people lose trust, productivity, and stability.</li><li>Add player and NPC leadership tools for prioritizing work without micromanaging every individual.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.A Environmental Sustainability</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Add soil exhaustion.</li><li>Add crop rotation benefits.</li><li>Add deforestation tracking.</li><li>Add wildlife population tracking.</li><li>Add water stress.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.B Disease And Hardship</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add disease model.</li><li>Add spread rules.</li><li>Add sanitation concept.</li><li>Add medicine progression.</li><li>Add famine conditions.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.C Infrastructure Decay</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add road decay.</li><li>Add building decay.</li><li>Add bridge decay.</li><li>Add maintenance actions.</li><li>Add ruin state.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.D Collapse And Frontier Renewal</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 5 open.</p><ul><li>Add settlement instability metrics.</li><li>Add migration waves.</li><li>Add abandoned settlement transformation.</li><li>Add frontier emergence rules.</li><li>Add new player frontier assignment.</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.E Medicine, Ecology, And Resilience Knowledge</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add public health knowledge for sanitation, clean water, waste handling, quarantine, nutrition, vaccination if era-appropriate, and disease surveillance.</li><li>Add medical science progression from first aid and herbal care through anatomy, physiology, pathology, clinical diagnosis, surgery support, pharmacology, epidemiology, mental health, rehabilitation, and hospital operations.</li><li>Add nursing, emergency medicine, veterinary medicine, dentistry, maternal care, pediatrics, geriatrics, occupational health, and medical logistics knowledge.</li><li>Add ecology knowledge for soil recovery, watershed health, forest management, habitat restoration, carrying capacity, and sustainable harvesting.</li><li>Add disaster preparedness knowledge for fire, flood, drought, storm, famine, disease outbreak, infrastructure failure, and evacuation planning.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.6.F NPC Hardship, Adaptation, And Recovery</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add long-term stress and trauma responses for famine, violence, disease, death, abandonment, disaster, forced migration, and repeated unsafe work.</li><li>Add recovery pathways through safety, food security, family care, medicine, rest, ritual, community trust, education, and meaningful work.</li><li>Add crisis behavior such as fleeing, sheltering, hoarding, helping, freezing, panicking, bargaining, or seeking leadership based on personality, training, trust, and danger.</li><li>Add community memory of major crises so future decisions, migration pressure, family stories, and institutional priorities reflect lived history.</li><li>Add generational effects from hardship and stability without making characters deterministic or permanently ruined.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.A Terrain And World Partition</h3><span class="badge progress">0/18 done</span></div><p>0 complete / 2 in-progress / 16 open.</p><ul><li>Evaluate Unreal World Partition.</li><li>Define real terrain generation pipeline.</li><li>Define real bathymetry/ocean-depth generation pipeline.</li><li>Define hand-authored vs procedural balance.</li><li>Define 1 km tile package format.</li><li class="muted">+ 13 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.B Biome Diversity</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Derive biome candidates from real-world land-cover, climate, elevation, and water data.</li><li>Add forest biome.</li><li>Add plains biome.</li><li>Add mountain biome.</li><li>Add wetland biome.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.C Logistics And Transportation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 16 open.</p><ul><li>Keep walking and running speeds close to real-world human pace.</li><li>Keep animal travel speeds close to real-world animal pace.</li><li>Define terrain slope, vegetation, mud, snow, water, injury, fatigue, age, strength, endurance, hunger, thirst, and carried weight modifiers for travel speed.</li><li>Add roads.</li><li>Add carts.</li><li class="muted">+ 11 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.D Continental Economy</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Add regional scarcity.</li><li>Add market hubs.</li><li>Add transport contracts.</li><li>Add tariffs or taxes.</li><li>Add price history.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.E Tile Operations At Scale</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 9 open.</p><ul><li>Define tile generation queue.</li><li>Define tile publish queue.</li><li>Define tile validation dashboard.</li><li>Define operator tools for seeing generated, missing, stale, and failed tiles.</li><li>Define player-demand driven tile prioritization.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.7.F Earth-Scale Field Science And Resource Knowledge</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add surveying and cartography knowledge for accurate coordinates, tile boundaries, elevation, slope, hydrology, and route planning.</li><li>Add geology knowledge for likely mineral resources, soil parent material, rock types, groundwater, caves, hazards, and mining prospects.</li><li>Add hydrology knowledge for rivers, wetlands, aquifers, floodplains, irrigation, erosion, and drinking water risk.</li><li>Add climatology and meteorology knowledge for regional weather, seasons, wind, storms, drought, snowpack, and agricultural planning.</li><li>Add botany, forestry, and ecology knowledge for biome-specific plants, timber, wild foods, medicinal plants, invasive pressure, and regeneration.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.A Industrial Materials</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Add mining progression.</li><li>Add ore processing.</li><li>Add metallurgy.</li><li>Add machine parts.</li><li>Add fuel types.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.B Power Systems</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add mechanical power.</li><li>Add water power.</li><li>Add steam power.</li><li>Add electrical power.</li><li>Add power grid rules.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.C Production Chains</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 12 open.</p><ul><li>Add workshops.</li><li>Add factories.</li><li>Add production queues.</li><li>Add labor requirements.</li><li>Add logistics bottlenecks.</li><li class="muted">+ 7 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.D Automation And Robotics</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Add automation control concept.</li><li>Add basic machine workers.</li><li>Add robotics progression.</li><li>Add AI-assisted labor.</li><li>Add safety/failure risks.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.E Proprietary AI Simulation Research</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Define an AI privacy policy for gameplay: no private world state, player history, unreleased design, or proprietary economy data leaves controlled infrastructure for core behavior.</li><li>Research local or self-hosted model options for optional narrative flavor, summarization, dialogue variation, tutoring, and planning assistance without depending on third-party inference.</li><li>Keep core NPC decisions deterministic and inspectable through utility AI, behavior trees, state trees, planners, or GOAP-style task systems before adding model-generated flavor.</li><li>Define model boundaries: AI may suggest dialogue, summaries, and candidate plans, but server rules decide legal actions, resource use, movement, safety, combat, learning, and economy outcomes.</li><li>Add an AI memory compression design that turns raw events into compact private character memories, family stories, settlement history, and teaching notes.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.8.F Advanced Engineering And Energy Education</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 5 open.</p><ul><li>Add engineering education paths for mechanical, civil, electrical, chemical, industrial, environmental, agricultural, biomedical, nuclear, aerospace, software, and systems engineering.</li><li>Add design-review mechanics for complex machines, structures, power plants, factories, medical systems, transportation networks, and public infrastructure.</li><li>Add failure investigation loops where players learn from breakdowns, accidents, low yield, overload, corrosion, fatigue, contamination, and operator error.</li><li>Add team competency requirements for high-risk builds so major infrastructure depends on multiple trained characters, not one unlocked recipe.</li><li>Add early nuclear science literacy as a long-term branch: atoms, radiation, shielding, fission basics, reactor safety, waste handling, and regulatory controls.</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.9.A Astronomy And Knowledge</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Add astronomy observations.</li><li>Add observatory building.</li><li>Add star charts.</li><li>Add orbital mechanics knowledge.</li><li>Add education requirements.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.9.B Launch Infrastructure</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Add advanced materials.</li><li>Add fuel production.</li><li>Add launch site construction.</li><li>Add rocket components.</li><li>Add launch preparation.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.9.C Orbital Gameplay</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 5 open.</p><ul><li>Add orbital object model.</li><li>Add satellites.</li><li>Add communications benefits.</li><li>Add navigation benefits.</li><li>Add orbital maintenance.</li></ul></article><article class="milestone"><div class="milestone-head"><h3>0.9.D Research Institutions And Advanced Science</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 5 open.</p><ul><li>Add observatories, universities, laboratories, proving grounds, launch ranges, wind tunnels, reactors or simulator facilities, and mission control centers.</li><li>Add research programs that require funding, specialists, instruments, materials, power, safety approvals, tests, failures, and published findings.</li><li>Add advanced question banks and practical exams for orbital mechanics, rocket science, nuclear physics, materials science, avionics, life support, and mission planning.</li><li>Add simulation and prototype testing so players can learn before risking major resources or lives.</li><li>Add ethical and safety governance for dangerous research, weapons-adjacent technology, radiation, launch debris, and public risk.</li></ul></article><article class="milestone"><div class="milestone-head"><h3>1.0.A Interplanetary Travel</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add spacecraft design.</li><li>Add fuel logistics.</li><li>Add life support.</li><li>Add navigation.</li><li>Add travel windows.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>1.0.B Colony Logistics</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 6 open.</p><ul><li>Add colony founding.</li><li>Add supply chains.</li><li>Add habitat construction.</li><li>Add resource extraction.</li><li>Add communication delay if desired.</li><li class="muted">+ 1 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>1.0.C Multi-World Persistence</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 5 open.</p><ul><li>Add planetary world records.</li><li>Add orbital economy.</li><li>Add interplanetary trade.</li><li>Add settlement history across worlds.</li><li>Add long-term expansion governance.</li></ul></article><article class="milestone"><div class="milestone-head"><h3>1.0.D Offworld Knowledge And Colonization Science</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 9 open.</p><ul><li>Add life support knowledge for atmosphere, pressure, oxygen, carbon dioxide removal, water recycling, food loops, waste processing, and emergency repair.</li><li>Add space medicine knowledge for radiation, low gravity, isolation, injury care, nutrition, infection control, and long-duration health.</li><li>Add closed-loop agriculture knowledge for hydroponics, aeroponics, soil substitutes, lighting, pollination, nutrient balance, and genetic diversity.</li><li>Add planetary geology and resource utilization knowledge for prospecting, mining, refining, construction materials, ice extraction, and in-situ fuel production.</li><li>Add offworld construction knowledge for habitats, shielding, pressure vessels, thermal control, foundations, dust management, and maintenance.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>A. Networking</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Define server authority rules.</li><li>Define replication ownership rules.</li><li>Define relevancy strategy.</li><li>Define bandwidth budget.</li><li>Create multiplayer test maps.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>B. Persistence And Database</h3><span class="badge progress">5/20 done</span></div><p>5 complete / 0 in-progress / 15 open.</p><ul><li>Define what lives in Unreal save files.</li><li>Define what lives in external database.</li><li>Define player account model.</li><li>Define world state model.</li><li>Define global tile registry data model for roughly 510-520 million potential 1 km tiles.</li><li class="muted">+ 15 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>C. Accounts And Authentication</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 7 open.</p><ul><li>Decide account provider.</li><li>Decide Steam account integration timing.</li><li>Add local dev auth placeholder.</li><li>Add account identity model.</li><li>Add character ownership model.</li><li class="muted">+ 2 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>D. AGR Integration</h3><span class="badge done">complete</span></div><p>10 complete / 0 in-progress / 0 open.</p><ul><li>Define what AGR does in MVP.</li><li>Define what AGR does not do in MVP.</li><li>Decide custodial vs non-custodial game wallet approach.</li><li>Define testnet/devnet flow.</li><li>Define transaction confirmation rules.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>E. Admin And Moderation</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Add admin login/auth.</li><li>Add server console commands.</li><li>Add teleport command.</li><li>Add item grant command.</li><li>Add player kick/ban command.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>F. Security And Abuse Prevention</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 11 open.</p><ul><li>Define trust boundaries.</li><li>Keep server authoritative.</li><li>Validate all client requests.</li><li>Add rate limits where needed.</li><li>Add anti-cheat research track.</li><li class="muted">+ 6 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>G. Performance</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 14 open.</p><ul><li>Define minimum target hardware.</li><li>Define client FPS targets.</li><li>Define server tick targets.</li><li>Define memory budgets.</li><li>Define actor count budgets.</li><li class="muted">+ 9 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>H. Art Direction</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 15 open.</p><ul><li>Define visual tone as grounded realism first: believable terrain, foliage, human characters, materials, lighting, weathering, and survival objects rather than stylized placeholder art.</li><li>Define investor and tester rendering tiers: compatibility/default, recommended, and cinematic.</li><li>Support ray tracing as an optional cinematic/high-end mode for lighting, shadows, reflections, and atmosphere, but never require it for baseline gameplay or visual readability.</li><li>Ensure the non-ray-traced default renderer remains visually credible on common investor, tester, and remote-session hardware.</li><li>Prioritize authentic real-world biome materials, terrain color, vegetation density, water, fire, smoke, weather, shelters, tools, and resource assets when replacing placeholders.</li><li class="muted">+ 10 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>I. Audio Direction</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 8 open.</p><ul><li>Define ambient audio style.</li><li>Define weather audio style.</li><li>Define wildlife audio style.</li><li>Define UI sound style.</li><li>Define music philosophy.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>J. QA And Testing</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 15 open.</p><ul><li>Create smoke test checklist.</li><li>Create multiplayer test checklist.</li><li>Create persistence test checklist.</li><li>Create terrain tile import QA checklist.</li><li>Create terrain seam QA checklist.</li><li class="muted">+ 10 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>K. Build And Release Pipeline</h3><span class="badge progress">9/17 done</span></div><p>9 complete / 0 in-progress / 8 open.</p><ul><li>Define dev editor build process.</li><li>Define internal test build process.</li><li>Add repository storage policy and local storage audit script.</li><li>Define closed alpha build process.</li><li>Define dedicated server packaging. Replace the MVP</li><li class="muted">+ 12 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>L. Storefront Development Distribution</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 13 open.</p><ul><li>Decide Steam development launch timing.</li><li>Decide Epic Games Store development launch timing.</li><li>Create Steamworks partner setup checklist.</li><li>Create Epic Developer Portal setup checklist.</li><li>Define internal, investor, closed tester, and public playtest build channels.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>M. Community And Marketing</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Keep agrariangame.com updated.</li><li>Publish development updates.</li><li>Collect launch list signups.</li><li>Create Discord plan.</li><li>Create devlog schedule.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>N. NPC, Family, And Offline Simulation Intelligence</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 10 open.</p><ul><li>Define NPC intelligence architecture around server-authoritative utility scoring, behavior/state trees, task reservations, memory records, and deterministic simulation before any generative AI layer.</li><li>Define a character memory schema for event facts, emotional weight, relationship impact, teaching history, trauma/recovery markers, obligations, promises, debts, and family stories.</li><li>Define family and community simulation LOD: full behavior for nearby visible characters, reduced task simulation for settlement members, and ledger-based offline simulation for distant or logged-off characters.</li><li>Define offline player simulation rules that allow local contribution and protection without exploration movement, major decision-making, unfair learning, or hidden progression.</li><li>Define debug tools for explaining why an NPC chose a task, refused an order, helped someone, fled danger, taught a lesson, or consumed supplies.</li><li class="muted">+ 5 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 1 - Foundation</h3><span class="badge progress">11/13 done</span></div><p>11 complete / 1 in-progress / 1 open.</p><ul><li>Clean project structure.</li><li>Confirm engine version.</li><li>Set source control.</li><li>Create base character.</li><li>Create interaction system.</li><li class="muted">+ 8 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 2 - Survival Loop</h3><span class="badge progress">8/11 done</span></div><p>8 complete / 2 in-progress / 1 open.</p><ul><li>Add hunger.</li><li>Add thirst.</li><li>Add health.</li><li>Add stamina.</li><li>Add weather.</li><li class="muted">+ 6 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 3 - Shelter And Persistence</h3><span class="badge progress">3/9 done</span></div><p>3 complete / 0 in-progress / 6 open.</p><ul><li>Add building placement.</li><li>Add primitive shelter.</li><li>Add storage container.</li><li>Add save/load for players.</li><li>Add save/load for structures.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 4 - Multiplayer And Wildlife</h3><span class="badge progress">2/9 done</span></div><p>2 complete / 0 in-progress / 7 open.</p><ul><li>Add dedicated server build.</li><li>Add join flow.</li><li>Add replicated inventory validation.</li><li>Add replicated building validation.</li><li>Add wildlife prototype.</li><li class="muted">+ 4 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 5 - Homestead Seeds And Economy Planning</h3><span class="badge progress">3/8 done</span></div><p>3 complete / 0 in-progress / 5 open.</p><ul><li>Add land claim prototype.</li><li>Add farming prototype if feasible.</li><li>Add simple barter placeholder if feasible.</li><li>Define AGR integration design.</li><li>Define account/wallet bridge design.</li><li class="muted">+ 3 more tracked roadmap items</li></ul></article><article class="milestone"><div class="milestone-head"><h3>Month 6 - Closed MVP Readiness</h3><span class="badge open">not started</span></div><p>0 complete / 0 in-progress / 11 open.</p><ul><li>Stabilize server.</li><li>Fix critical bugs.</li><li>Optimize core map.</li><li>Improve first 30 minutes of play.</li><li>Add onboarding prompts.</li><li class="muted">+ 6 more tracked roadmap items</li></ul></article></div>
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<section>
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<h2>Build Reference</h2>
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<ul>
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<li>Roadmap source: AGRARIAN_DEVELOPMENT_ROADMAP.md</li>
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<li>Latest packaged investor demo path: /mnt/projects/AgrarianGameBulid/Builds/WindowsDevelopment</li>
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<li>Latest packaged investor demo metadata: Investor Demo v0.1.N - Build 2026.05.18</li>
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</ul>
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<p class="small">Prepared for investor-facing review. This document summarizes roadmap direction and explicitly does not claim final art-quality presentation for the current build.</p>
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