Skip to content

Roadmap

Core engine and gameplay loop.

  • Adventure mode — direct WASD character control
  • Overseer mode — RTS-style camera, unit selection, commands
  • Mode switching (Adventure / Overseer)
  • Procedural world generation with 16-step climate pipeline
  • 22 biome types
  • Z-level navigation with stairs
  • Block mining and placement with z-level targeting
  • Inventory and hotbar system
  • Unit commands — MoveTo, Build, Demolish, Pickup
  • A* pathfinding for units
  • Global task queue with auto-assignment to idle units
  • Companion system — Follow, Station behaviors
  • Shadowcasting field of view
  • Dynamic lighting with light sources
  • Surface index and grounding system
  • TCP debug server and kinswardctl CLI (40+ commands)
  • Region map export (PNG, ASCII, stats)
  • Headless world generation binary (worldgen)
  • Data-driven blocks and items (RON format)
  • Zone operations (bulk build/demolish)
  • Unit possession (control any Colony unit)
  • Save/Load system (async save, entity persistence, autosave rotation)
  • Crafting system (12 recipes, 4 stations, proximity detection)
  • Race system — data-driven races (Dwarf, Goblin, Skeleton, Human, Deer, Wolf)
  • Trait system — 8 innate traits assigned at spawn
  • Name generation — compound names from racial syllable tables
  • World name — procedurally generated, used as default save name
  • UI system — dark theme, floating panels, HUD, InputRegistry, UiAnimator
  • Map view — dedicated mode with layer switching, zoom, and pan
  • Admin menu — debug-only panel for game administration
  • Vegetation rendering (trees, bushes, tall grass)
  • Expanded block type library
  • Crafting recipe system
  • Production buildings (workshops, smelters, sawmills)
  • Resource processing chains (wood → boards, ore → ingots)
  • Textured tile rendering (replace color-based sprites)
  • Expanded item types
  • Overseer UI panels — Settlement Bar, Toolbar, Unit List, Unit Detail, Build Menu
  • Building blueprints and templates
  • Stockpile zones
  • Farming and food production
  • Non-player AI behaviors (idle routines, needs)
  • Enemy AI (aggression, raiding)
  • Neutral NPCs and trading
  • Animal husbandry
  • Weather and seasonal cycles
  • Fall damage
  • Ramps and ladders