# 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. Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d). - [x] Resource nodes: chop tree → wood, mine rock → stone *(M1a)* - [x] Inventory + simple hotbar UI, chests *(M1a)* - [x] Crafting (recipe: wood → tools / building pieces) *(M1a)* - [x] Pause menu, title screen, world slots, save/load, autosave *(M1a)* - [x] Health / stamina / hunger / warmth, day-night cycle, fire fuel, cooking, foraging, torches, death + grave *(M1b)* - [x] Weather (rain, storm, snow), wet/shelter *(M1c)* - [x] Snap-together building: floor/wall/door/roof/gable, resource cost, support + collapse, dismantling *(M1c)* - [x] Bed spawn point and sleeping, resource regrowth *(M1c)* - [x] Creatures (rabbit, deer, boar), hunting, club/spear/bow, butchering, cooked-food buffs, hide cloak *(M1d)* - [x] Wolves at night with a den and a 3-day grace period, wolf cloak *(M1e)* - [x] Fishing (rod, perch and trout, grilling) and a mixed diet *(M1e)* - [ ] Hide armour, more recipes, sea fishing *(later M1 polish)* - [x] Wild flax (fibre plants) *(polish)* - [ ] **Tutorial world**: a guided first island that teaches gathering, crafting, chopping, food and the mixed diet, hunting, fishing, shelter and the night *(phases T1-T4, `docs/TUTORIAL_DESIGN.md`)* - **Done when:** gather → craft → build a tiny shelter, single-player. ## M2 — Multiplayer · ~2–4 months **Goal:** self-hosted, authoritative, 2–8 players. Detailed plan in `docs/MULTIPLAYER_PLAN.md` (hosting on UDP 24242 via Tailscale or port forwarding, player identity and names, server rules for co-op/PvP, and phases M2.0-M2.7). - [x] Server-authoritative online (single-player stays as it is, with no server) *(M2.4)* - [x] Headless dedicated server, joining, identity handshake, names, player list *(M2.1)* - [x] ENet transport, player bodies and name tags, local movement checked by the server, interpolation for others *(M2.2)* - [x] Replicate resource nodes, pickups, building, chests, fires, doors, clock *(M2.3)* - [x] Persistence: world save/load on the server *(M2.3)* - [x] Per-player inventory, stats, death, graves and saves on the server *(M2.4)* - [ ] Animals, hunting, fishing and sleeping on the server *(M2.5)* - **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.