This lists all features and content planned for development during each phase, along with their approximate status. It is provided for informational purposes only. Features may be removed, added, or postponed to a later date.
Please note that a significant delay was added to the initial target dates due to the lack of 90% of the budget needed for the project. Team is super small and not paid. Please read this news to learn more and this one to know how we deal with it.
Click on a phase below to see features we are planning to develop during that phase.
Notes
A feature marked as “Done” is considered developed enough for the phase it belongs to, but it may still be improved later. For “Pending” features, it doesn’t mean we have nothing started. Many of them have been at least prototyped, they just are not in active development. The stars in the icons give a very rough indication of how much development time each feature requires. So the 1 star can switch to “Done” fast.
Want to suggest/upvote a new feature? Please check out our Feature Upvote page!
Permanently in dev features
Those features stay in an ongoing state during the whole development. Usually because they are complex and can always be better.

Game performance optimizations

NPCs animations

Inverse Kinematic animations (players)

Account management

Data security

Server stability and performance
Alpha 1 | August 2025 – current
Game version 0.1
Under NDA. The very core/foundations of the game are developed during that phase and have to be super stable before moving to the next phase. Almost no content and most features are missing. Don’t expect to have much fun. Only Kickstarter Alpha backers can access this phase.
A character wipe is planned at the end of it.
Features

Servers uptime:
Several few days test sessions

Game launcher and updater

Instance automated creation, closing, routing

Moving between instances

Basic player movement

Inventory managment

Core UI v1

Equipment & Stats UI

Inventory UI

Map UI

Specs UI

Party UI

Settings UI

Language switching

Combat HUD

Contextual item grabbers

Telegraphed AoE

Party creation and party reserved instances

NPCs skills system

Day/Night cycle

Ambiant music playlist

Automated combat music

Buy & Sell at merchants

Interactive shops item displays

Items & looting systems

World items

Loot tables

Player skills system

Parry & Block

Player’s health

Player’s energy

Player death & resurrection

Melee endurance

Basic combat SFX / VFX

Projectile deflection

Gathering Ore

Gathering Wood

Gathering Plants

Ambiant sounds

NPCs Line Of Sight

NPCs basic attacks

NPCs Evade mode

NPCs Patrol mode

NPCs behaviour system

NPCs behaviour switch

NPCs Combat / Non-combat mode switching

NPCs Pathfinding

NPCs repositioning during combat

Experience and player level

Player combat stats

Damaging and Healing

Players Health and Energy variable regeneration system

Grappling Hook

Divine Conduit system (teleport to safety)

Shrine system (respawn points)

Login & Character selection

Character creator

Player equipment appearance rendering

Specs system

Consumables

Tutorial popups

Currencies

Swords & Daggers

Bows

Comfort vignettes

Speech bubbles

NPCs conversations

NPCs emotes system

Aggro value based on damage and modifiers

NPCs targeting system

Other players held items rendering

Other players movement syncs

Climbing

Elite NPCs

Boss NPCs

Environmental attacks

Dynamic spawning (summons)

In-game bug reporting tool

Basic game master tools

Basic NPCs lipsyncing

Exploration experience / Points Of Interest

Map types (exploration, safe, training, dungeon)

Map access mode
(public, private)
Content

Up to level 5

Playable race: Human

Gatherable items

Exploration map [1-5]: Howling Valley

Outpost: Emberstone

Equipments [1-3]

Spec: Swordsman T1

Spec: Cleric T1

Spec: Pyromancer T1

5 enemy types

Few misc items (potion, crafting material,…)
Alpha 2 | Target date : Soon ™
Game version 0.2 to 0.3
NDA is lifted during that phase. A lot of core features are still missing and some might still be unstable, that’s our focus. The gameplay trully starts to be defined. There’s just enough content to test features but it is increasing over time.
Beta players are randomly invited by waves to test server charge and features.
Extra character wipes might occur during that phase but will be avoided if possible.
Features

Servers uptime:
Will have few extended down time

Player AoE skills

Player passive skills

Talent system

Zipline

Same map teleporters

Vehicles / Platforms systems

Interactive objects (switches etc)

Interactive objects sync between players

Movement recognition based casting

Scripted boss mechanics

NPCs physical presence

Ragdolls (dead bodies physic)

Open world events system

Playing seated

Teleportation movement (comfort option)

Jumping (from a button)

Crouching (from a button)

Story quest and reward systems

Core UI v2.0

Party combat HUD

Talents UI

Quests UI

Surprise attack

Physics based weapons

Counter / Interrupt

Buffs & Debuffs

Crafting core system

Crafting recipes as dropped items

Lootable chests & containers

Daily cooldown on chest & gatherable

Manabeast

Equippable Lanterns

NPCs patrols

NPCs melee combos

Treasure runner NPCs

Infinite life NPCs (training dummies)

Interiors detection and culling

Underwater FX

Dynamic birds & bird hunting

Dynamic ambiant SFX and reverb

Dynamic subarea VFX

Player interactions SFX

LIV integration

Invisibilty mechanic

Stealth mechanic

Shields

Aggro linked NPCs & Call for help

Fall damage

Other players’ skills rendering

Rare NPCs

Physical interaction with other players

Quartermasters

Most game master tools

Intelligent player culling system

Item Metadata

Item Binding

Improved account management

Skills VFX improvments
Content

Up to level 10

Town: Sirodan

Exploration [5-10]: Golden Coast

City: Valendis

Dungeon “Tutorial”: Grimvein

Dungeon [8-10]

Story Quest – First half of chapter 1

Spec: Swordsman up to T2

Spec: Cleric up to T2

Spec: Pyromancer up to T2

Spec: Guardian up to T2

Crafting: Blacksmith

Crafting: Tailor

Crafting: Leatherworker

~15 new enemy types

Equipments [4-10]

Misc items [1-10] (potion, crafting material,…)
Beta | Target date : first half of 2027
Game version 0.4 to 0.5
Anyone can preorder the game (create an account here) and jump in directly. More secondary features are developed and more content added.
A character wipe is planned for the end of this phase and should be the last one (unless bad bug occurs).
Features

Servers uptime:
Might have several extended down time

Gliding

Spacialized voice chat

Textual chat

Dungeon finder

Weekly dungeon rewards

Voice recognition based casting

Public exploration maps

Tests – Increasing number of player per instance

Housing – Core system

Housing – Storage system

Gathering: Rare procs

Crowd control diminishing returns

Minipets

Swimming

Drowing mechanics

Adventurers Guilds

Adventurers Ranks

Face to face player trading

Dynamic weather

Combat items procs

Caster weapon type

Map-wide “Meta event”

Guild creation and basic management

Mentor NPC

Faction reputation

Account wide bank

Information board

NPC caravans & transport

Manabeast actions

Unannounced talent feature

Unannounced talent feature

Siege weapons

Fishing

Side quests system

Level downscaling (with opt-out option for private instances)

Other players language display

NPC to NPC combat

Combat pets

PSVR2-PC adapter support

Salvage items

Mails / Mailbox

Colorblind options

New Player Experience & Tutorials
Content

Up to level 30

Story Quest – Second half of chapter 1

Story Quests – Chapter 2

Dungeon [10-15]

Dungeon [15-20]

Dungeon [20-25]

Dungeon [25-30]

All spec skills, up to T4

Dual skills

First set of side quests

Exploration map [10-15]

Exploration map [15-20]

Exploration map [20-25]

Exploration map [25-30]

New Town

New Town

New enemy types

Equipments [10-20]

Equipments [20-30]

Housing – Inn room

Housing – Flat

Misc items [10-20]

Misc items [20-30]
Early Access | Target date : Unknown
Game version 0.6 to 0.x
We hit Steam and Meta stores once we consider the game to be stable and rich enough. We mostly add content and secondary features with several themed patch releases.
Features

Servers uptime:
Only down during maintenances

Ground mounts system

Auction house

Temporary event system

Cross-maps / world events

Saved combat builds

Rested bonus XP

“Glamour” / “Transmog”

Equipment dying

Armor appearance preset

Gem shop

Player driven information board

Spec based NPCs targeting (ex: focus attacks on clerics)

Achievements

Unannounced organized group combat feature

Town outfits

Titles

PSVR2 version

Standalone version

VR Treadmill support

Unannounced end-game combat feature

Dungeon leaderboard

Guild house system

Guild bank

Guild quests

Advanced Guild management

Steam EA release

Meta store EA release

Barber / Hair salon

Housing – Twitch integration

Housing – Youtube integration

Housing – Minigames

Tavern feature

Flying & Swimming NPCs

Unannounced talent feature

Unannounced talent feature

Unannounced talent feature

Unannounced talent feature

Arachnophobia mode

Player mentoring tools

Fullbody tracking IK

Readable books

Special Adventurers Rank
Content

Up to level 50 (max)

Story Quests – Chapter 3

Story Quests – Chapter 4

Large set of side quests

All crafting professions

All specs

All talents

Exploration map [30-35]

Exploration map [35-40]

Exploration map [40-45]

Exploration map [45-50]

Exploration map [50]

Exploration map [50]

Exploration map [50]

New Town

New Town

New Outpost

New Outpost

New Outpost

New City

Dungeon [30-35]

Dungeon [35-40]

Dungeon [40-45]

Dungeon [45-50]

Dungeon [45-50]

Dungeon [50+]

Dungeon [50+]

Dungeon [50+]

New enemy types

Equipment sets [30-40]

Equipment sets [40-50]

Equipment sets [50+]

Housing – House

Misc items [30-40]

Misc items [40-50]

Misc items [50+]
Release | Target date : Unknown
Game version 1.0 to 1.x
Once the game is released, we work on additionnal free content patches including those planned secondary features, but not only. You can expect at least this.

New dungeons

8 players end-game dungeons

Two handed weapons

New enemy types

New specs

New talents

Housing – Farms system

New exploration maps

New side quests

New guild content

New secondary features

Equipments [50+]
Future
Features that we want to add, but we don’t know if and when we’ll be able to.
Expansion type features
High implementation time cost features that are asked by the community or part of long term developments. Will mostly be considered if the base game is a strong success.

New playable race

Naval content

Weather seasons

New continent

New story chapters

Guild-made raids (PvEvP)

Housing – Player owned shops
Strongly considered
Features that are popular on feature upvote or on social media, that we are strongly considering. Without having a precise development phase defined yet. Most of them are high implementation time cost.

Original integrated Trading Card Minigame

Resting or Camping mechanic

Side non-combat jobs for money making

Hardcore / Permadeath mode

Playable music instruments

Seemless world / reduced amount of loading screens

Housing – Neighbourhood system

Hard Mode dungeons

Hard Mode exploration (only if we keep the instanced explo)

Testing PvP features, starting with duels
