# Roadmap One milestone ≈ a chunk of working sessions. Each ends with something you can actually run and see. Timelines assume solo dev + heavy AI assistance, steady (not full-time) pace. ## M0 — World skeleton (single-player) · ~2–4 weeks **Goal:** walk around a lit, atmospheric terrain. Prove the look. - [x] Project scaffold, git repo, docs - [x] Godot installed, project opens - [x] First-person / third-person character controller (move, jump, mouse-look) - [x] One flat/heightmap terrain chunk with a material - [x] Atmospheric lighting: directional sun, sky, volumetric fog, tonemapping - [x] Place one low-poly tree + rock to set the mood - **Done when:** you load the game and walk around a Valheim-ish lit field. ### M0.5 — Scenery & world bounds (done) - [x] Mountain-rim boundary (steep cliffs + invisible wall + respawn safety net), covered by `tests/test_boundary.gd` - [x] Procedural terrain shader (grass/dirt/sand/rock strata/snow), lake + water shader - [x] 5 procedural tree types, faceted mossy rocks, cliff outcrops, bushes, logs, stumps - [x] Streamed wind-animated grass + flowers; cloud sky; swimming ## M1 — Survival loop (single-player) · ~3–5 weeks **Goal:** the core game verbs. - [ ] Resource nodes: chop tree → wood, mine rock → stone - [ ] Inventory + simple hotbar UI - [ ] Crafting (recipe: wood → tools / building pieces) - [ ] Health / stamina, day-night cycle - [ ] Snap-together building: place a wall/floor, resource cost, basic support rule - **Done when:** gather → craft → build a tiny shelter, single-player. ## M2 — Multiplayer · ~2–4 months **Goal:** self-hosted, authoritative, 2–8 players. - [ ] Refactor state to server-authoritative (single-player becomes loopback server) - [ ] Headless dedicated server mode (`--headless -- --server`) - [ ] ENet transport, client prediction for local movement, interpolation for others - [ ] Replicate resource nodes, inventory, building, health - [ ] Persistence: world save/load on the server - **Done when:** a friend joins your self-hosted server and you build together. ## M3 — Addon SDK + sandbox · ~2–3 months **Goal:** the differentiator. Easy, safe mods. - [ ] Embed sandboxed Lua VM in the server - [ ] Capped API surface (events + safe world queries/commands) - [ ] Per-addon CPU/time + memory quotas - [ ] Addon manifest format (declare items/recipes/prefabs as data) - [ ] 2–3 example addons (a new craftable item; a "welcome" message on join; a custom spawn rule) - [ ] SDK docs for modders - **Done when:** a modder drops an addon folder in and it safely adds content, and a deliberately-malicious test addon is contained (can't read files, can't hang the server). ## M4 — Content & polish · ongoing - More biomes, creatures, items, building pieces - PvP / raiding rules, building damage - Better UI, settings, controls - Audio, music, weather - Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation) ## Honest overall estimate A genuinely playable **self-hosted survival game with a working sandboxed addon SDK** is roughly **6–12 months** of steady solo work with AI help. The M0–M1 vertical slice (a few weeks) is what proves the concept and keeps you motivated.