Skip to content
Dividend
Join the Waitlist
Menu
Status report

Built in the open

DIVIDEND is in active pre-alpha development. The Win64 game and Editor now compile, and local server and authority checks are running. Meta-source, interactive VR, and headset validation are still the line between development evidence and a verified playable build.

Win64 + Editor Compile · Desktop Smoke Passed · Meta + Device Gates Next
Storyboard-style concept frames for a coordinated multi-stage raid encounter.
Long-term raid encounter study — exploratory art, not committed scope.
1

Technical Foundation

Desktop Build Evidence

Get VR movement and multiplayer networking rock-solid before building anything players will actually see. The unglamorous part everything else depends on.

— Smooth locomotion, teleport & snap-turn, switchable anytime
— Local editor-hosted server + client smoke proves the development login path
— Quest 3, SteamVR, dedicated-server, and population validation remain open
2

Combat & Classes

Implementation Written

Hybrid 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.

— Physical swings and ability buttons both register damage
— Enemies that aggro, fight back, and drop loot
— A 3-player party clearing a fight, each role doing its job
3

Persistence & Social

Implementation Written

Make 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.

— Log out, log back in, everything's still there
— Party up and see each other's status
— Hear nearby players positionally, cross-platform
4

World, Quests & Progression

Implementation Written

The Slums, built out as a real place — quests, loot, leveling, and one working crafting station to prove the bigger vision.

— Slums map and quest-route generation are in development; interactive validation remains
— 5+ quest resistance storyline, start to finish
— Gear that drops, and stats that grow
5

Onboarding & Slice Validation

Implementation Written

Prove 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.

— New player finishes onboarding solo
— Two players, two platforms, one full session together
— Automated load test meets the launch-quality target
Current evidence

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.

Build

Win64 + Editor

The game and Editor targets compile and link on stock UE 5.6.1.

Network

Local login smoke

An editor-hosted server accepts a development client and applies its character path.

Authority

Guardrails exercised

Automation covers teleport, melee, class, and quest rejection paths.

Onboarding

Tutorial to Slums

Generated development maps now outline the opening onboarding-to-resistance handoff.

Next depth pass

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.

Classes

Four-ability trinity

Tank, Healer, and DPS now have implementation-ready slots for Ability 1 through Ability 4.

Chef

Support crafting

Feast, Season, Comfort Food, and a 10x crafting-output data path make the Chef the clearest differentiator.

Zone 2

Corporate Towers

A five-quest mid-game zone spec and encounter plan are written for editor transcription.

Backend

Verified service path

The persistence backend is the verified exception, with automated tests and CI covering the service layer.

The one thing left

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.

— Obtain the Meta source-engine entitlement and build the dedicated-server target
— Run interactive VR and full-slice checks beyond automated desktop smoke tests
— Validate on Quest 3 hardware and SteamVR
— Re-verify every phase above against what actually runs

This roadmap updates as we build. No marketing dates — just real status.

Follow Development