Development
Roadmap
Six phases from prototype to public release — tracking what was planned and what actually shipped.
Setup & Foundations
Get a working Rust server and Miyoo SDL2 client that can connect over WiFi and exchange basic data. No gameplay yet — just a solid, deployable foundation everything else will build on.
World & Movement
Build the dungeon world the player moves through. The server generates procedural dungeons and sends them to the client. The client renders them correctly using contextual tile selection and follows the player with a camera. Movement feels smooth and responsive on the Miyoo.
Combat & Classes
Bring the dungeon to life with real-time, server-authoritative combat. Three classes fight enemies using melee and spells, each with a fixed starter ability. Combat feels responsive on the Miyoo through client-side prediction while the server stays fully authoritative.
Loot, Extraction & Hub
Turn the game into a complete extraction roguelike. The full loot system, dual currency, portal modes, death penalties, Blackthorn Hollow hub, and all five NPCs ship in this phase. By the end, the core loop — gear up, choose a portal mode, run a dungeon, extract or die — is fully playable.
Multiplayer & Queues
Bring multiple players into the same dungeon. The queue system matches teams, manages dungeon instances, and enforces the two run types — PvE-only co-op and PvPvE with rival teams. Sound effects and the Onion OS launcher package ship here too, making the game feel complete and distributable.
Polish & Release
Everything built in Phases 1–5 comes together into a complete, balanced, well-tested game ready for the Miyoo community. This phase is about quality — not adding new systems, but making everything that exists feel right.
Game Design Documents
Hub, NPCs, gear, currencies, portal modes, seasons, art direction, and more.