Road map

Dev-Map

The development map for Into the Drift: every branch of the game, the arcs within it, and where each piece stands.

How to read the map

The map groups development into branches, such as combat or world generation. Each branch contains arcs, which group related tasks. Open an arc to see which tasks are finished and which remain.

  • Done is implemented in the game today; it does not mean final, fully balanced or free of bugs.
  • In progress is being built now.
  • Designed is specified in full but not yet built.
  • Planned is intended, with the design still to come.

An arc with some pieces done and others still to come is Partly built. Where one arc depends on another, it says what it builds on.

The completion estimate weights tasks by their size and branches by their share of the overall work. The gameplay systems are much further along than the story. The voyage and first settlement chapter are playable, including shared stores, settler jobs, farming, animal keeping and raids. These systems still need testing and expansion. Standalone Settlement Mode, whole-building blueprints, the next story chapter and several peoples’ settlement types remain ahead.

This is a solo project in early alpha, so priorities and plans will change. Larger updates get their own devblog posts, and the systems themselves are written up in the Codex.

How far along the game is

48%complete, weighted by the work involved in each part

The counts show how many items have each status. The work involved varies: some items take an afternoon, while those marked Large may take a year.

Last updated November 2, 2026.

The World

Generated continents, a world map for travel, and regional maps to explore.

98% complete
  1. World generation 7/7 Done

    Every world is generated fresh, from continents down to rivers and forests.

    • Continents, coastlines and biomes
    • Rivers, plateaus, great pits and polar caps
    • A setup screen with named sliders for land, climate and features
    • World seeds, so a world can be generated again
    • A live preview globe
    • Enforced water coverage, true continents, and climate bands that follow the land
    • Beaches, ragged biome edges, and a world edge that slopes into the sea
  2. The world map 18/18 Done

    Builds on World generation

    • Travel between the world map and regional maps
    • Fog of war, and an explored map that stays explored
    • Drifting cloud cover
    • A minimap with Known Locations
    • Landmarks the story reveals
    • Towns drawn as clusters of houses and fields
    • Danger that rises with distance from camp and in harsh biomes
    • Roads between towns, over hills and across rivers on bridges
    • Lakes, hills, fissure fields, cave mouths, camps, quarries and shrines drawn as glyphs
    • Glyphs that shape the region beneath them
    • Bridges held for a toll
    • Encounters on the road that you can fight or flee, rated against your party
    • Road fights on a field of their own, with the spoils gathered into one chest
    • Travel that takes time and food, and is quicker and safer along roads
    • Day and night, the party and its hunger shown on the world map
    • Weather that carries onto the world map, with a weather panel
    • A quest tracker, and a marker over the tracked quest's destination
    • Cart rides between towns, bought from each town's stable or carter
  3. Regional maps 9/9 Done

    Builds on World generation

    • Isometric 2.5D regions generated from world tiles
    • Terrain height, cliffs and banks you climb
    • Four-way map rotation
    • Forests, water plants and scattered flora
    • Enemy tables for each biome
    • Cliffs fade so they never hide you
    • Streams in half of all regions
    • Great lakes, ravines, fissure fields and lava that burns
    • Swimming in deep water, with a breath clock only flooded workings have deep water so far
  4. Weather and sky 5/6 Partly built

    Builds on Regional maps

    • Rain
    • Storms
    • Cloud shadows that pass over terrain and rooftops
    • Dappled god rays
    • Fog misty days in green, damp country
    • Seasonal weather
  5. Time, light and dark 6/6 Done

    Builds on Regional maps

    • A day and night cycle
    • Campfires you build and light, which burn down to ash
    • Standing lights for use after dark
    • Torches that burn out
    • Rest until morning
    • Village lamps and candles that burn at night

Building

Raising structures on the regional maps, a storey at a time.

69% complete
  1. Construction 9/9 Done

    Builds on Regional maps

    • Walls, floors and roofs on the grid
    • Multi-storey buildings with stairs
    • Building placed walls, floors and other pieces with a hammer
    • A build menu with categories and an item grid
    • Deconstruction
    • Roof terraces and exterior stairs
    • Docks and planking over water
    • Every building piece costs the materials it is made of
    • Building recipes you learn from plans sold by carpenters, smiths, gardeners and merchants
  2. Blueprints 0/3 Planned

    Buy a complete building plan or save one of your own designs, then lay out all its pieces together. Settlers already build individual placed pieces; buying or saving an entire building as one plan is still to come.

    Builds on Construction

    • Blueprints bought from carpenters and other builders
    • Blueprints drawn from buildings you have made
    • Laying a whole blueprint down in one go, ready to build
  3. Furnishing 9/9 Done

    Builds on Construction

    • Furniture that faces four ways
    • Windows, shelves and fireplaces set into walls
    • Single and double doors in every wood and stone
    • Tables with objects placed on them
    • Buildable fences and decorations
    • Hanging shop signs
    • Palisades, stone ramparts and gates that join neighbouring pieces
    • Buildable butcher, tanning, carpentry, masonry, weaving and cooking stations
    • Cooking at campfires, permanent hearths and kitchen stoves

Towns and Settlements

The people in the towns, the land around them, and the settlement you grow.

60% complete
  1. Townsfolk 13/13 Done

    Builds on The harbour town

    • Villagers with homes, small talk and name banners
    • Around three hundred villager faces across the trades
    • Merchants who keep their stalls
    • Smiths and craftspeople at their work
    • Villagers who keep their roles and homes between visits
    • Names generated by race, gender and homeland
    • A town watch that walks its rounds
    • A tavern and an inn in every town
    • Villagers who go to the tavern for a drink in the evening
    • A bed at the inn for a few coins, with breakfast for the whole party
    • Shops with their keepers and signs: smithy, general store, stable, apothecary, baker, butcher, tailor, cobbler and fishmonger
    • Houses with inner rooms, wall shelves and clutter on their tables and shelves
    • Town shops close while their keepers sleep at home
  2. Farms and growing 6/8 Partly built

    Growing zones support potatoes, carrots, corn, cauliflower and wheat. Farmers till, sow and harvest; seeds and watering are not required.

    Builds on The harbour town

    • Farm regions with crops at growth stages
    • Farmsteads with sheds and pens
    • Animal pens with gates, and livestock that stays inside
    • Fenced gardens and fields inside villages
    • Harvestable vegetables and wheat
    • Growing zones, crop selection and settler farming
    • Crop growth while the party is away
    • Seasonal farming
  3. Your settlement 9/11 Partly built

    The stranded crew becomes the first settlement. Mark its borders, name it, build shelter and manage its people and stores. The core is playable; expansion and tuning continue.

    Builds on Construction

    • A camp with a shelter and a campfire
    • The story grants a building charter on landing at the Strand
    • Named settlement borders that can be expanded or reduced
    • Residents, buildings and shared stores saved between visits
    • Sleep, food, water, rest and morale for settlers
    • A six-tab settlement menu with stores, zones, animals and rooms
    • Daily production, consumption and raid resolution while away
    • New settlers attracted by the settlement's condition
    • Camp and permanent-settlement designations, with enclosure recognised as fortified
    • Growth stages beyond the initial settlement
    • More needs, moods and settlement events
  4. Settler work 10/12 Partly built

    Set labour priorities, designate work areas and equip settlers from shared stores. Construction currently needs the region to be loaded.

    Builds on Your settlement, Farms and growing, Crafting stations

    • Labour priorities for each settler
    • Settlers fetching materials and building placed pieces
    • Hauling to filtered stores, collection zones and dumping zones
    • Fishing, foraging, woodcutting and bush-cutting zones
    • Mine shafts worked for stone and ore
    • Farmers who till, sow and harvest growing zones
    • Hunters using equipped weapons, with manual marks and automatic hunting lists
    • Taming, pens, breeding, milking and egg collection
    • Settler cooks preparing food from settlement supplies
    • Weapons and armour assigned from settlement stores
    • Construction progressing while the party is away
    • Station-based crafting jobs with player-defined production orders
  5. Defence and raids 7/11 Partly built

    Guards defend the settlement against raiding bands. Raids can cost supplies or settlers; larger battles and rescue expeditions remain ahead.

    Builds on Your settlement, Party combat

    • Guards who patrol and respond to attacks
    • Raiding bands that gather outside the settlement before attacking
    • Raiders with melee weapons, ranged weapons and thraeds
    • Raiders stealing supplies or carrying off downed settlers
    • Stopping an abduction by defeating the carrier before they escape
    • Downed settlers, bleeding, nursing and bed rest
    • Raid outcomes calculated while the party is away
    • Rescue expeditions for settlers already taken away
    • Damage to buildings and fortifications during raids
    • Large-scale battles over settlements later in the story Large
    • Trade and supply between settlements
  6. Standalone Settlement Mode 0/5 Designed

    A planned sandbox start without the main quest, using the same world and settlement systems. It is not a selectable game mode yet.

    Builds on Your settlement, Settler work, Defence and raids

    • Generic founding and support for several holdings
    • A story-free start and an audit of story-dependent locations and unlocks
    • Choosing a starting site, supplies and settlers
    • A main-menu entry and saves separated by mode
    • Settlement goals and a sustained sandbox playtest

Locations

Every place there is to go. The generator now makes towns across the world, bandit camps, caves and mines as well as the harbour and the first dungeon; cities, the Great Pits and forest dungeons are still to come.

33% complete
  1. The harbour town 6/6 Done

    Builds on Regional maps

    • A generated town with enterable buildings
    • A harbour front with boardwalks, piers and a dredged quay
    • Furnished interiors
    • Winding lanes and footpaths
    • Village clutter and dressing
    • Varied house footprints, round houses, wings, turrets and coloured finishes
  2. Surface ruins 4/4 Done

    Builds on Regional maps

    • Ruins marked on the world map
    • Ruins two and three storeys tall, with broken floors
    • Buried treasure caches you dig up
    • Ancient caches that hold rarer things
  3. The underworld 8/8 Done

    Builds on Surface ruins

    • Stairs leading underground beneath a ruin
    • Dungeons four levels deep
    • Rooms and corridors, including libraries
    • Darkness, torchlight and a record of explored areas
    • Doors that open and shut
    • Braziers and candelabra you can light
    • Stocked chests, racks and book shelves
    • Denizens that stay behind shut doors
  4. The location generator 6/11 Partly built

    Kinds of place generated into every world.

    Builds on Regional maps

    • Individually generated towns and villages across the world Large
    • Lone homesteads, specialist craft shops and recruit cabins
    • Wildlife, hostile bands, travellers and visiting traders arriving over time
    • Bandit camps, squatters in ruins and bridge tolls Large
    • Cities Large
    • The Great Pits Large marked on the world map, with nothing to enter yet
    • Natural caves and mines, with pits down to deeper levels Large
    • Quarries and miners' camps
    • Forest dungeons Large
    • Wells, carts and market dressing for villages
    • More location types Large
  5. Homelands and cultures 1/4 Partly built

    Human villages and Hēahfolc mountain towns are in the game. Thane, elven and dwarven settlements still need their own layouts and local work; some inhabitants and naming traditions already exist.

    Builds on The location generator

    • Lowland, Deshru and Junghae villagers with distinct names and dialogue
    • Distinct settlement architecture and layouts for the human cultures
    • Homelands and settlement naming for thanes, elves and dwarves thane and elven recruits already have personal names; this is settlement work
    • More of the Drift's peoples, each with settlements of its own Large
  6. Hēahfolc mountain towns 4/4 Done

    Homes dug into the mountain, stone buildings on its slopes, and winding roads between them. These towns are built; the other peoples’ settlements are still ahead.

    Builds on The location generator

    • Mountain towns with cliff dwellings, furnished rooms, towers and winding roads Large
    • Shops, bazaars, mushroom caves and herd-ant pens
    • Hēahfolc townsfolk, customs and branching conversations
    • Mountain errands, Dracanfolc raiders and protecting herd ants
  7. Thane villages 1/4 Partly built

    Settlements for Brynja’s people, with lives and customs beyond those of the thanes met in the main story.

    Builds on Homelands and cultures

    • Village layouts and buildings for the thanes
    • Thane villager sprites and personal names
    • Thane settlement trades and daily routines
    • Conversations and errands about life among the thanes
  8. Elven settlements 0/3 Planned

    Elven recruits are already encountered. Their own settlements, across desert, forest and highland country, still need to be designed and built.

    Builds on Homelands and cultures

    • Elven settlement layouts, architecture and furnishings
    • Elven inhabitants, trades and daily routines
    • Elven conversations, customs and local errands
  9. Dwarven holds 0/3 Planned

    A gate in a cliff face leads to halls, forges and stairs descending into the mountain.

    Builds on Homelands and cultures, The underworld

    • Cliff gates and underground halls laid out as inhabited settlements
    • Dwarven homes, workshops and inhabitants
    • Conversations and errands, including trade and rivalry with the Hēahfolc
  10. Stacked cliff interiors 0/1 Planned

    Rooms directly above one another inside the same cliff face need further engine work. This goes beyond the mountain homes already built.

    Builds on Hēahfolc mountain towns, Construction

    • Rooms and galleries carved one above another inside a cliff Large
  11. Handcrafted locations 1/2 Partly built

    Places built by hand that appear in every game, where much of the main story happens.

    Builds on Regional maps

    • The Galdorscōl, the school across the sea, with a town at its gate
    • Static locations that appear in every world Large

Combat

Real-time fights where a weapon's shape matters more than its damage.

62% complete
  1. Core combat rules 5/6 In progress

    One set of rules for every hit, whoever strikes and whoever is struck.

    • Shared damage calculation for players and creatures
    • Armour that reduces damage proportionally
    • Critical hits and armour penetration
    • Twelve damage types and resistances to them
    • Damage reflection damage from a few older creatures cannot be reflected yet
    • Statuses shown on the body and on party portraits
  2. Defences 4/6 Partly built

    Builds on Core combat rules

    • Shields that stop arrows as well as blades
    • Weight penalties for heavy shields
    • A Dodge skill that improves through use
    • Evasive creatures
    • Enemies that carry shields
    • Partial blocks that soften a hit
  3. Weapon shapes 6/9 Partly built

    A sabre’s arc, a spear’s lane and an arrow’s line each suit a different fight.

    Builds on Core combat rules

    • Arcs, lanes and lines by weapon family
    • Sweeps, long thrusts and ground slams
    • Volleys and shots that chain between targets
    • Glowing attack effects that show the area a strike hits
    • Multi-stroke patterns: claws, triple cuts, figure eights and whirls
    • Slash styles and colours for each weapon
    • Beam weapons for rods and staves one lance has a beam attack; sustained beams are still to come
    • Returning weapons such as chakrams the Returning suffix speeds a throw; nothing flies back yet
    • Strokes that travel, follow the cursor, or fly from the hand
  4. Weapon effects 6/6 Done

    Builds on Weapon shapes

    • Thirteen on-hit effects, from burning to chain lightning
    • Fire, frost, poison and web pools left on the ground
    • Projectiles that stop at walls
    • Twelve statuses, from poisoned to petrified and soaked
    • Damage over time, and statuses drawn on the body
    • Blood on terrain and scenery, with visible wounds on creatures and party members
  5. Ranged weapons, thrown weapons and dual wielding 8/8 Done

    Builds on Weapon shapes

    • Aim and release for bows and wands
    • Thrown weapons that orbit or return
    • Slings and whips
    • Two blades, two wands, or a shield in the off hand
    • A second weapon set to swap to
    • Held-button fire and paired ranged weapons
    • Bombs, crafted and lobbed
    • Crossbows and hand crossbows
  6. Creatures and enemies 13/14 In progress

    Builds on Core combat rules

    • Dozens of creatures across the biomes
    • Hostiles that hunt the whole party
    • Enemies that shoot
    • Recognisable creature attack patterns
    • Elites and bosses
    • Creatures that detect you by sight and sound, with noise fading over distance
    • Thirty-eight animals, each with a temperament
    • Six elemental slimes
    • Creatures that alert nearby allies, and rival factions that fight each other
    • Ninety-six new enemies in five tiers, with mini-bosses
    • Enemies that weave thraeds
    • Broodmothers that throw out their brood as you approach
    • Wild regions, ruins and caves stocked from the whole bestiary, with rarer creatures on special ground
    • A full stat and behaviour pass over every creature
  7. Party combat 5/6 In progress

    Companions fight by role, use equipped thraeds and masteries, and respond to nearby threats. Combat testing and tuning continue.

    Builds on Core combat rules, Companions

    • Companions who fight beside you
    • Combat roles: healer, buffer, tank and more
    • Stances that control how far companions move from you
    • Ranged companions who keep their distance
    • Companions who use their masteries in combat
    • Party combat testing and tuning across roles and encounters Large
  8. Subjugation and bound creatures 4/4 Done

    Learn from a wealdend, bind a weakened creature with a rune, and bring it into the party. This is separate from keeping livestock in a settlement.

    Builds on Creatures and enemies, Companions

    • Runes that bind weakened creatures, with limits for bosses and story characters
    • Wealdends who teach subjugation, sell runes and tend bound creatures
    • Bound creatures travelling with the party, with names and inventories
    • Conversations about subjugation and its place at the Galdorscōl
  9. Pitched battles 0/1 Planned

    Army-sized battles, fought during the settlement arc.

    Builds on Party combat, Your settlement

    • Army-sized pitched battles Large

Thraedweaving

Magic as thread drawn out of the world and woven. See the growth guide in the Codex.

89% complete
  1. The skein and thraed slots 4/4 Done
    • The skein, a pool that grows with Will and level
    • Thraed slots opened only by training the craft
    • Two pools: skein for thraeds, vigour for the body
    • Messages explaining why a spell could not be cast
  2. The seven schools 6/7 Partly built

    Builds on The skein and thraed slots

    • Flame, frost, nature, stone and tide
    • Life, the school of mending
    • Storm, the school of lightning
    • Seventy-one thraeds across five tiers
    • Harming thraeds: bolts, bursts and blasts
    • Wards and healing lines
    • Wickthraed, the first light anyone is taught waits on a carried light
  3. Casting 5/5 Done

    Builds on The seven schools

    • Thraeds on the hot bar
    • Target selection that pauses the game
    • Visible spell effects with their own light
    • Prepared thraed slots in the Journal, with cooldowns preventing immediate swaps
    • Casting from a controller
  4. Learning thraeds 5/7 Partly built

    Builds on The seven schools

    • A choice of thraed every four ranks of the craft
    • Tomes found on dungeon shelves
    • One-use scrolls anyone can read
    • Teachers in towns who teach thraeds for a fee
    • Brynja as a teacher, once she has a reason
    • The Galdorscōl, which teaches grudgingly and for coin
    • Bookshops and booksellers in human and Hēahfolc towns
  5. Companions who weave 2/2 Done

    Builds on Casting, Companions

    • Companions who heal with their thraeds
    • Companions who cast harming thraeds

Character and Mastery

No class to choose: what you spend your points on is what you become.

96% complete
  1. Character creation 4/7 In progress
    • Attribute and skill bonuses from your race and god
    • A build sheet for attribute and skill points
    • A starting kit chosen by race
    • Your first mastery, chosen at creation
    • Creation polish and a summary card before you begin
    • Skipping the opening
    • Backgrounds and starting-kit choices
  2. Attributes and skills 6/6 Done

    Builds on Character creation

    • Five attributes, each capped at thirty
    • Skills that train by use
    • Skill points that buy ranks, cheaper early on
    • A soft level cap at fifty
    • Trades: woodcutting, mining, foraging, crafting, building, cooking and alchemy
    • Smithing
  3. The seven lines 4/4 Done

    Three specialist lines, three hybrids and the Wanderer, determined by your attributes.

    Builds on Attributes and skills

    • Your attributes determine your line
    • Warrior, Rogue and Magician
    • Skirmisher, Runeblade and Nightweaver
    • The Wanderer
  4. Mastery 8/9 In progress

    Builds on The seven lines

    • A mastery point every level, each tier costing more
    • Tiers opened by the line, not by attributes
    • Vigour to fuel physical abilities
    • Vigour saved with the game, and a pool of its own for every companion
    • Mastery actives on the hot bar
    • All seven mastery auras, with effects for nearby allies or enemies
    • Encounter balance testing across all seven mastery lines
    • Tiers that open at set character levels and need skills from the tier below
    • Bonuses for devotion to one line
  5. Warrior mastery 16/16 Done

    Melee damage, shields and survival.

    Builds on Mastery

    • Shield-Wall tier I · passive
    • Whirlwind tier I · active
    • Thick Skin tier I · passive
    • Hewing Blow tier II · passive
    • Ironhide tier II · passive
    • Shield-Arm tier II · passive
    • Sword and Step tier II · passive
    • Second Wind tier III · active
    • Groundbreaker tier III · active
    • Cleaving Stroke tier III · passive
    • Spear Wall tier III · passive
    • Bulwark tier IV · active
    • Unyielding tier IV · passive
    • Executioner tier IV · passive
    • Wrath of the Hold tier V · active
    • Warden's Oath tier V · aura
  6. Rogue mastery 16/16 Done

    Dodging, stealth and precise attacks.

    Builds on Mastery

    • Light Step tier I · passive
    • Keen Eye tier I · passive
    • Roll tier I · active
    • Shadowstep tier II · active
    • Poisoner tier II · passive
    • Marksman tier II · passive
    • Fan of Knives tier II · active
    • Ambush tier III · passive
    • Quick Hands tier III · passive
    • Opening Shot tier III · passive
    • Cut and Run tier III · passive
    • Ghostwalk tier IV · aura
    • Weak Point tier IV · passive
    • Piercing Shot tier IV · active
    • Thousand Cuts tier V · active
    • Shadow's Favour tier V · passive
  7. Magician mastery 16/16 Done

    Thraeds for damage, healing and controlling enemies.

    Builds on Mastery

    • Kindled tier I · passive
    • Wardlight tier I · passive
    • Bolt tier I · active
    • Web tier II · active
    • Well of Skein tier II · passive
    • Second School tier II · passive
    • Measured Casting tier II · passive
    • Chill of the Deep tier III · active
    • Runic Focus tier III · passive
    • Lingering Weave tier III · passive
    • Focused Weave tier III · passive
    • Pyre tier IV · aura
    • Mend tier IV · active
    • Break the Pattern tier IV · active
    • The Drift Itself tier V · active
    • Elder Ward tier V · aura
  8. Skirmisher mastery 16/16 Done

    Dual blades, dodging and counterattacks.

    Builds on Mastery

    • Footwork tier I · active
    • Twin Edge tier I · passive
    • Single Edge tier I · passive
    • Ambidexter tier II · passive
    • Sidestep tier II · passive
    • Poised Guard tier II · passive
    • Second Breath tier II · passive
    • Riposte tier III · passive
    • Counter-cut tier III · passive
    • Lunging Strike tier III · active
    • Crosscut tier III · active
    • Duellist's Eye tier IV · passive
    • Driving Thrust tier IV · active
    • Hard Press tier IV · passive
    • Storm of Steel tier V · active
    • Fighting Circle tier V · passive
  9. Runeblade mastery 16/16 Done

    Melee weapons strengthened by magic.

    Builds on Mastery

    • Runed Edge tier I · passive
    • Warded Grip tier I · passive
    • Skein-tempered tier I · passive
    • Ward of the Blade tier II · passive
    • Runed Guard tier II · passive
    • Runic Cleave tier II · active
    • Spellguard tier II · passive
    • Smite tier III · active
    • Brand tier III · active
    • Crossed Thraeds tier III · passive
    • Tempered Ward tier III · active
    • Oathfire tier IV · aura
    • Engraved Steel tier IV · passive
    • Shared Guard tier IV · passive
    • Sword-Song tier V · active
    • Joined Art tier V · passive
  10. Nightweaver mastery 16/16 Done

    Dual wands, poison and disabling thraeds.

    Builds on Mastery

    • Hexed Blade tier I · passive
    • Venom Sense tier I · passive
    • Threaded Snare tier I · passive
    • Twin Focus tier II · passive
    • Gloam tier II · active
    • Poisoned Edge tier II · passive
    • Slip the Snare tier II · passive
    • Web-walker tier III · passive
    • Barbed Web tier III · passive
    • Purge Venom tier III · active
    • Cold Venom tier III · passive
    • Venom-Weaver tier IV · passive
    • Patient Venom tier IV · passive
    • Unravel tier IV · active
    • Unmaking tier V · active
    • Widow's Patience tier V · active
  11. Wanderer mastery 16/16 Done

    Builds on Mastery

    • Drifter's Knack tier I · passive
    • Hard March tier I · active
    • Careful Rations tier I · passive
    • Borrowed Craft tier II · passive
    • Camp Provisioner tier II · passive
    • Field Dressing tier II · active
    • Scatter Caltrops tier II · active
    • Even Keel tier III · passive
    • Old Roads tier III · passive
    • Prepared Reserve tier III · passive
    • Shared Shelter tier III · active
    • Improvise tier IV · active
    • Travel Light tier IV · passive
    • Broad Experience tier IV · passive
    • The Long Road tier V · passive
    • Many Hands tier V · aura
  12. Faith 2/5 Partly built

    Builds on Mastery

    • Four gods who grant attributes and skills at creation
    • Haiwang grants the Storm school
    • Revised gifts for each god
    • The faith line: abilities granted by your god as you progress
    • Shrines, devotion and offerings

Items and Loot

What you carry, what it is made of, and how rare it is.

89% complete
  1. Equipment 10/10 Done
    • Fourteen equipment slots
    • Nine grades of material, from withy to moonsilver
    • Quality tiers from I to X
    • 145 weapons and around thirty pieces for every armour slot
    • Rings and amulets
    • Jewellery that grants attributes and skill ranks
    • New polearm, mace and axe sheets, and greatswords
    • A separate pouch for quest items
    • Sorting the pack
    • Warhammers and picks, and weapons that serve as tools
  2. The loot generator 7/7 Done

    Builds on Equipment

    • Five rarities, from common to randart
    • Eighty prefixes and suffixes
    • Suffixes that change how a weapon plays
    • Rarer finds the deeper and further you go
    • A one-in-ten-thousand chance of a random artifact in any container
    • Generated items that retain their properties when dropped
    • Merchants with a fine piece under the counter
  3. Artifacts 2/4 Partly built

    Builds on The loot generator

    • Twenty artifacts, each found once per game
    • Exclusive artwork for artifacts
    • Artifacts that grant abilities nothing else has
    • Artifacts as quest rewards and fixed finds
  4. Drops 4/5 Partly built

    Builds on The loot generator, Creatures and enemies

    • Loot tables for each faction of creature
    • More loot of higher quality from elites
    • Bosses with a guaranteed item drop
    • Beast parts from the animals you hunt
    • Loot tables for each biome

Crafting, Trade and Survival

Gathering, making, buying, selling, and keeping the party fed.

94% complete
  1. Gathering 7/7 Done

    Builds on Regional maps

    • Felling trees and splitting logs
    • Mining boulders for stone by rock type
    • Foraging wild herbs and mushrooms
    • Every wild plant is good for something
    • Ore from rock, a different metal for each kind of stone
    • Fruit-bearing bushes and ingredients gathered from them
    • Sea, river and lake catches, with fish sizes affecting yields
  2. Crafting stations 9/10 Partly built

    Builds on Gathering

    • Crafting, alchemy and distilling benches
    • Field kits: mortar and pestle, tinker's roll, cooking kit
    • Recipes across cooking, smithing, alchemy and the other crafts
    • A 176-icon set of crafting ingredients
    • Companions who craft from their own kits
    • Smelting and smithing at the forge and anvil, and tempering at the grindstone and workbench
    • Secret recipes, learned from recipe sheets
    • Armour, weapons, draughts and dishes made from beast parts
    • Cooking skill improving nourishment, buffs, duration and value
    • Alchemy skill improving potion potency
  3. Food, potions and draughts 6/6 Done

    Builds on Crafting stations

    • Thirty-two draughts, including wards against elements
    • Cooked dishes that give the party lasting buffs
    • Weapon coats and venoms
    • Skein draughts for weavers
    • Cooking expansion: 51 dishes, new ingredients, bread and dairy recipes
    • Cooking tiers, skill gates and master recipe sheets
  4. Trade 4/5 Partly built
    • A trade window to buy and sell
    • Twenty professions with their own stock
    • Coin and a purse
    • Smiths and armourers who stock from the whole armoury, better in better towns
    • Merchants who remember their stock between visits
  5. Survival 6/6 Done
    • Nourishment for you and your companions
    • Sleep that heals the party and clears statuses
    • Hunger with real consequences
    • Raw and cooked food spoilage, drying, salting and the Rune Icebox
    • Sleep quality and rested bonuses from beds, tents and inns
    • Provisions slots for automatic eating

Story and Companions

The relic, the Drift, and the people who walk it with you.

13% complete
  1. The opening 4/4 Done
    • Arriving in the Drift with Brynja
    • A Roof Overhead: shelter, campfire and the first night
    • Guidance that teaches as you play
    • A safe place to arrive
  2. The relic 6/6 Done

    Builds on The opening

    • The harbourmaster refuses passage
    • A word at the quay with Brynja
    • The Thieves' Road to the old ruin
    • Wulfgar's hall: fight, spare, recruit or slay
    • Taking the relic early, and a story that adapts
    • The road back, and a night in the harbour
  3. The Galdorscōl 7/7 Done

    The crossing to the school of thraedweaving, and the work its masters give you.

    Builds on The relic

    • Over the Water: carrying the relic across the sea to the Galdorscōl
    • The school's halls, towers, walkways and gardens, and the people who live there
    • Masters who teach their skills and thraeds for coin
    • The Archivist's, Hedge Alchemist's and Potions Master's counters
    • A Place at the Scōl
    • The Scōl's Price: five services for the school
    • Fifteen tasks for the masters, from lamplighting to an open wyrdport and Thrymyr's file Large
  4. Errands and standing 6/6 Done

    Work that towns hand out, and what each place thinks of you.

    Builds on Dialogue

    • Villagers with names of their own, in the sound of their homeland
    • Errand boards in every town, filled by the villagers who live there
    • Gathering, foraging, crafting and dangerous errands, some with a twist
    • Errands that send you to a camp, a mine or a ruin made for them
    • Errands that teach crafting and pay in recipe sheets
    • Standing with every town and with the Galdorscōl
  5. The voyage and the Strand 6/6 Done

    The voyage to Thrymyr is interrupted by a naval battle. The damaged brig reaches shore, where the crew helps establish a settlement before the journey resumes.

    Builds on The Galdorscōl, Your settlement, Settler work, Naval combat

    • The Long Crossing: boarding, voyage and naval battle
    • Tsovit and the stranded crew, with trades and conversations
    • The Strand: a building charter and guided founding quest
    • A Season on the Strand: beds, food and settlement growth
    • The Brig Rebuilt: gathering materials to resume the journey
    • Sailing on to the shore below Thrymyr's retreat
  6. Thrymyr and the story beyond 0/3 Planned

    The playable quest now reaches the end of the settlement chapter and the onward voyage. Thrymyr’s retreat and the continuation of the main story remain to be built.

    Builds on The voyage and the Strand, Handcrafted locations

    • Thrymyr's retreat as a populated story location Large
    • Meeting Thrymyr and following up the questions raised by Brynja and the Archivist Large
    • The main storyline beyond Large
  7. The world's lore 7/7 Done
    • The Drift, a world of many doors
    • Ahtar, Doma and the Aeternian Empire
    • The thanes, and the wyrdports only a few can open
    • The Drift's peoples and their links to the peoples of Ahtar
    • History entries on the exodus and Terra
    • Expanded history and character lore shared by the Journal and Codex
    • Readable books: stories, histories, practical guides and scholarly accounts
  8. Dialogue 7/8 Partly built
    • Conversations kept in editable files
    • Portraits with expressions
    • Dialogue that uses your name, race, god and pronouns
    • Branching choices
    • Villager small talk and events moved into files
    • The prologue read from its dialogue file
    • Moving the remaining scripted arrival dialogue into editable files
    • Topic-based conversations with school masters, villagers and the Hēahfolc
  9. Companions 12/14 Partly built

    Builds on Dialogue

    • Brynja follows and camps with you
    • A party panel with health, skein and vigour
    • Companions who level and spend attribute and skill points
    • Banter keyed to the story, the place and her mood
    • Relationship and romance with Brynja
    • Companions who travel between regions with you
    • Spending each companion's mastery points on their sheet
    • Companions who choose skills suited to their combat roles
    • Companions who drink from their own packs when they need to
    • Generated recruits with backgrounds, voices, preferences and varying experience
    • Recruitment favours and reasons to accept or refuse joining
    • Starting masteries, skills and thraeds suited to each companion's build
    • Deeper personal conversations and relationships for generated recruits
    • Tsovit becoming a travelling companion
  10. The Journal 8/9 Partly built

    Builds on Dialogue

    • A quest board and tracked objectives
    • A relationships roster
    • The Lore tab, published here as the Compendium
    • A marker over whoever has work for you, and over the tracked quest's next step
    • Standing and errands pages
    • Lore entries and revelations unlocked by conversations and story progress
    • Peoples, characters, history and bestiary entries
    • Recipe filters by crafting type in the Journal and website Codex
    • Further location histories and discoveries

Interface and Controls

Menus, displays and controls.

84% complete
  1. The game's look 11/14 Partly built
    • A consistent carved plum-and-gold design across every menu
    • An animated title screen
    • A rebuilt character sheet and trade window
    • An inventory with party tabs and sorting
    • Item cards with rarity, tier, material and affixes
    • A banner for new quests and levels reached
    • A message log, with each kind of message in its own colour
    • A compass rose that shows where north is as the map turns
    • Interactive tours for keyboard, mouse and controller, replayable from Guides
    • Building and settlement walkthroughs
    • Four selectable portrait styles
    • Reward cards and notices
    • Active buffs on the HUD
    • Consistent scaling at every resolution
  2. Controls 8/9 Partly built
    • One click that picks the right tool for what's under the cursor
    • Context cursors, and a wheel to cycle between actions
    • A hot bar of twenty-four slots
    • Key and button glyphs that follow your device
    • Containers with a tab for each member of the party
    • Rebindable actions and a controls page the raw hot-bar number and function keys are not yet rebindable
    • Controller support with snap targeting and a virtual pointer
    • A controller quick wheel for items, thraeds and mastery abilities
    • Full directional focus navigation across menus
  3. Saving 2/2 Done
    • Save, load and continue
    • Confirmation before deleting a save

Engine and Presentation

The machinery underneath: light, shadow, sound and speed.

84% complete
  1. Light and shadow 6/6 Done

    Builds on Regional maps

    • Cast shadows for trees, creatures, items and buildings
    • Shadows that turn with the view
    • Upper storeys blur away as you climb
    • Walls fade around you indoors
    • Shader flames on everything that burns
    • Lamps, torches and fires that cast shadows from walls and bodies, storey by storey
  2. Performance 3/4 In progress
    • Multi-threaded enemy pathfinding
    • A cached world map
    • Town rendering and pathfinding optimisations
    • The remaining regional-map performance work
  3. Music and sound 5/6 In progress
    • Playlists for the village, the wilds, the dungeon and the menu
    • Sounds that fade with distance
    • Seventeen region tracks, and music that follows the biome and a town's mood
    • Music of their own for every biome and for caves
    • Sounds for every school of thraed, for shots, bombs, coin and level-ups
    • Creature voices: idle calls, cries of pain and death built, switched off for now
  4. Combat balance and playtesting 3/5 In progress

    Simulation results inform changes, but the revised systems still need testing in the running game.

    Builds on Core combat rules, Mastery, Defence and raids

    • Offline combat simulation across weapon styles and party builds
    • Retuned weapon actives, area attacks, enemy durability and raid strength
    • Damage-over-time scaling and separate poison contributions
    • An in-game playtest harness using disposable copies of saves
    • Playtesting and tuning the voyage, settlement loop and combat together
  5. Playable builds 1/2 Partly built
    • Windows and Linux alpha downloads, with Steam Deck guidance
    • Signed builds, so Windows does not warn about an unknown publisher
  6. Experiments 0/1 Parked
    • A locked-perspective 3D region prototype reached a playable prototype, set aside after comparison