Roadmap
Where we are on the road
Each milestone ends with a public build and a filmed showcase. We do not start a milestone's features before the one before it is done. New systems wait; playability does not.
- M0 · doneFoundationrelease/next merged; server-authority, restart, and dedicated-client fixes landed; CI + structural lint on every PR; one honest AGENTS.md.
- M1 · you are herePlaytest TownThe DebugWorld street is a signposted test town: a sign at spawn explains the loop, every site has a sign saying what it is and how to use it, every loop above works on a dedicated server, and the visual harness proves each site from the player's view. Published on the Workshop; sessions hosted from the maintainer's PC; feedback collected through GitHub issues.
- M2Living townFour themes work on a dedicated server in the playtest village: moderation (an incident log and Game Master tools), medic (downed state, EMS, ambulance), comms (payphones, pagers, a dispatch board), and investigation (witnesses and evidence behind the vague-description wanted system). M2 closes by placing the loops in one Everon town from reusable site prefabs, on MainWorld, with a filmed tour.
- M3Framework releaseA server owner can install from the Workshop, configure from documented files, add a job or shop without writing script, and host on their own box.
- M4Flagship liveA recurring public 1989 Everon server with its own community.
Read from GitHub 8 Nov 2026 at build time
M1 · the current milestone
Playtest Town
Done when
The DebugWorld street is a signposted test town: a sign at spawn explains the loop, every site has a sign saying what it is and how to use it, every loop above works on a dedicated server, and the visual harness proves each site from the player's view. Published on the Workshop; sessions hosted from the maintainer's PC; feedback collected through GitHub issues.
26 of 29scopes done
- Done
- 26
- In progress
- 0
- Needs a hand
- 3
Needs a hand
Nobody is on these yet. Each issue lists its files and how to prove it. Comment on it to take it, or ask on Discord.
- M1-11#96Police station on the street: duty desk and wanted boarddocs/playtest.md says go on duty at Roadmap_Police_Desk, but that desk has no components at all (Roadmap.layer, 204 0 120); duty lives at PoliceStation_Debug (170,120) on another layer.
- M1-23#108Journey proof on a dedicated serverM1 is done only when every loop is proven from the player's view on a dedicated server with several clients, including a restart.
- M1-24#109Playtest release: guide, Workshop, showcaseM1 is published on the Workshop, hosted from the maintainer's PC, and collects feedback through GitHub issues. docs/playtest.md still describes Workbench play.
Done (26)
- M1-00#85Split the street into site layers
- M1-01#86Diegetic sign system with a Read card
- M1-02#87Town manifest and `report town`
- M1-03#88Playtest host: mission, server config, `cli host`, auto-load
- M1-04#89Carried inventory and cash survive a restart
- M1-05#90Multi-client harness on a dedicated server
- M1-06#91Filming harness
- M1-07#92Pay at the counter: remove the passive paycheck
- M1-08#93Registration form and a real ID card
- M1-09#94Place the signs: one per site, town map at spawn
- M1-10#95Progression survives a restart
- M1-12#98One player interaction menu
- M1-13#110Counter screens: ATM terminal and shop price list on the UI kit
- M1-14#99Contraband: real cargo and real drop points
- M1-15#100Hideout stash that holds items
- M1-16#101Garage it to keep it: garage pad, ledger card, impound
- M1-17#102Organization registry: ledger desk and invite by facing
- M1-18#103Guided arrival chain
- M1-19#104Fine as a paper ticket
- M1-20#105Alarm and dispatch
- M1-21#106Jail you can see
- M1-22#107Town tidy
- M1-25#120One-street town layout
- M1-26#121Wake up in hospital
- M1-27#125Murder makes you wanted; the spawn is a safe zone
- M1-28#126Light survival needs: hunger and thirst never kill
M2 · next
Living town
Done when
Four themes work on a dedicated server in the playtest village: moderation (an incident log and Game Master tools), medic (downed state, EMS, ambulance), comms (payphones, pagers, a dispatch board), and investigation (witnesses and evidence behind the vague-description wanted system). M2 closes by placing the loops in one Everon town from reusable site prefabs, on MainWorld, with a filmed tour.
0 of 5epics done
- Done
- 0
- In progress
- 0
- Needs a hand
- 5
Needs a hand
Nobody is on these yet. Each issue lists its files and how to prove it. Comment on it to take it, or ask on Discord.
- #145M2 epic: Moderation (incident log + Game Master tools)Moderation decides whether a life server survives. An incident log the server keeps (deaths, damage, cash moves, intent, zone crossings) lets an admin rule from facts inside vanilla Game Master.
- #146M2 epic: Medic (downed state + EMS + ambulance)A third role with its own loop. Reforger's medical simulation does half the work, and the M1 hospital respawn (#121) gives it a destination.
- #147M2 epic: Comms (payphones, pagers, dispatch board)Every service (police, medic, taxi, mechanic) needs a way to be called. 1989 comms only, no phone UI.
- #148M2 epic: Investigation (witnesses + evidence)Gives police work between chases and makes the vague-description wanted system real: witnesses describe, evidence connects, an ID check identifies.
- #202Physical store: goods on shelves, pay at the till, shoplifting alarm (M2)Maintainer decision (2026-11-08, from the M1 playtest): a dual store system. - Keep the price-list UI (improved in M1: bigger, clearer) as the convenient way to buy.
M3 · next
Framework release
Done when
A server owner can install from the Workshop, configure from documented files, add a job or shop without writing script, and host on their own box.
0 of 2epics done
- Done
- 0
- In progress
- 0
- Needs a hand
- 2
Needs a hand
Nobody is on these yet. Each issue lists its files and how to prove it. Comment on it to take it, or ask on Discord.
- #203Working bus stops: travel between known stations (M3)Maintainer request (2026-11-08): working bus stops. - Bus stops at known stations (town square, outlying villages, industrial sites, etc.) let a player travel between them: pick a destination at the stop and be taken there (teleport for...
- #205Working trash cans: unlocked bins emptied on restart (M3)Maintainer request (2026-11-08): working trash cans. - Bins/trash cans in the world (the street bins and garbage containers the village already has) become usable containers: a player can put items in.
Further out
After that
M4
Flagship live
A recurring public 1989 Everon server with its own community.
The scoped plan
ArchiveThe 2025 community roadmap
The first plan, from the old site's database, exported 2026-11-08. Most of its systems now exist in the mod. The live plan is the milestones above and the roadmap docs.
Phase 0: Foundation & Community
Establishing the project infrastructure, community channels, and recruiting the founding team.
- doneProject Website
- startedDiscord Server Setup
- startedBrand Identity
- startedBuild & Finalise Roadmap v1
- startedFounding Team Recruitment
- startedGitHub Repository Setup
- plannedDevelopment Environment Setup
- doneLicense & Legal
- plannedDocumentation Foundation
Phase 1: Core Systems
Building the fundamental gameplay systems including character creation, tutorials, and basic survival mechanics.
- plannedCharacter Creation System
- plannedBasic Resource Gathering
- plannedBasic Resource Processing
- plannedPersistence
- plannedCurrency & Shop System
Phase 2: Basic Economy
Implementing the full economy system with resource gathering, crafting, trading, and employment opportunities.
- plannedTutorial & Onboarding
- plannedVehicle Ownership System
- plannedBasic Housing System
Phase 3: Law Enforcement
Creating comprehensive law enforcement systems and player-run organizations for social gameplay.
- plannedPolice Department Infrastructure
- plannedArrest & Detention System
- plannedCrime Tracking System
- plannedSearch & Frisk System
- plannedFine & Ticket System
- plannedPlayer Organizations Framework
Phase 4: Advanced Features & Polish
Adding advanced systems like vehicle ownership, housing, dynamic events, and polishing the overall experience.
- plannedPolice Equipment System
- plannedHousing System
- plannedDynamic Events System
- plannedImmersion Polish
- plannedBalance & Feedback Loop