Technical Foundation
Desktop Build EvidenceGet VR movement and multiplayer networking rock-solid before building anything players will actually see. The unglamorous part everything else depends on.
Combat & Classes
Implementation WrittenHybrid combat — swing your arm for melee, press a button for abilities — and the first three classes, built so a Tank/Healer/DPS party actually feels different from three people mashing the same button.
Persistence & Social
Implementation WrittenMake sessions matter and give you people to share them with — accounts, saved characters, parties, and proximity voice chat, before there's a single quest to do together.
World, Quests & Progression
Implementation WrittenThe Slums, built out as a real place — quests, loot, leveling, and one working crafting station to prove the bigger vision.
Onboarding & Slice Validation
Implementation WrittenProve a brand-new player can pick this up cold — tutorial, full playthrough, on both Quest 3 and PC VR, with no hand-holding from the dev team. This phase's last item is the hardware gate below.
What now runs in development
This is not a launch claim. It is the work that has crossed from source code into repeatable development evidence before the Meta-source and headset gates.
Win64 + Editor
The game and Editor targets compile and link on stock UE 5.6.1.
Local login smoke
An editor-hosted server accepts a development client and applies its character path.
Guardrails exercised
Automation covers teleport, melee, class, and quest rejection paths.
Tutorial to Slums
Generated development maps now outline the opening onboarding-to-resistance handoff.
v1.1 is written, not validated
The latest code repo pass adds depth beyond the vertical slice: expanded role kits, Chef, Corporate Towers, and backend integration hardening. It still depends on the same editor and device validation loop before it becomes a playable claim.
Four-ability trinity
Tank, Healer, and DPS now have implementation-ready slots for Ability 1 through Ability 4.
Support crafting
Feast, Season, Comfort Food, and a 10x crafting-output data path make the Chef the clearest differentiator.
Corporate Towers
A five-quest mid-game zone spec and encounter plan are written for editor transcription.
Verified service path
The persistence backend is the verified exception, with automated tests and CI covering the service layer.
The hardware gate
The project now compiles and has repeatable desktop checks. The remaining gate is more demanding: the Meta source engine, dedicated-server path, interactive VR, and real headset performance must all agree before we call this playable.
This roadmap updates as we build. No marketing dates — just real status.
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