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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.

Current Known Project Location

NAS project path:

//linastorage.local/shared_drive/Unreal Game Projects/agrarian_game/AgrarianGame

Important project root files/folders:

  • AgrarianGame.uproject
  • AgrarianGame.sln
  • Source/
  • Content/
  • Config/
  • Saved/
  • Intermediate/
  • Binaries/
  • DerivedDataCache/

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 .gitignore for Unreal Engine.
  • Ensure Binaries/, Intermediate/, Saved/, and DerivedDataCache/ are excluded unless intentionally needed.
  • Commit clean baseline project.
  • Create protected main branch.
  • Create dev branch 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.

0.3 Design Documentation

  • Create game design document.
  • Create technical design document.
  • Create multiplayer/networking design document.
  • Create persistence design 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.
  • Define target map size for MVP.
  • Define MVP biome.
  • 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.

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.
  • 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 MVP biome.
  • Create playable test map.
  • Add terrain base.
  • Add foliage pass.
  • Add resource nodes.
  • 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 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/bone resources if needed.
  • 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.
  • 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.
  • 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 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 large, regionally diverse, persistent world.

7.1 Terrain And World Partition

  • Evaluate Unreal World Partition.
  • Define terrain generation pipeline.
  • Define hand-authored vs procedural balance.
  • Add streaming tests.
  • Add biome boundaries.
  • Add region metadata.
  • Add server scaling plan.

7.2 Biome Diversity

  • Add forest biome.
  • Add plains biome.
  • Add mountain biome.
  • Add wetland biome.
  • Add desert/dryland biome.
  • Add cold biome.
  • Add biome-specific resources.
  • Add biome-specific survival pressure.

7.3 Logistics And Transportation

  • Add roads.
  • Add carts.
  • Add pack animals.
  • 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.

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 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.
  • 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 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 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.

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.

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.

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.

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_drive project.
  • 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.