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
Build the foundational systems that make combat possible: a proper game state machine, a UDP network channel, a server tick loop, three playable classes, enemy AI, and a complete basic combat loop. By the end, the game has a real beginning, middle, and end — pick a class, fight enemies, extract or die.
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
Complete the extraction loop and open it up to multiple players. Portal mode selection, proper death penalties, chest loot, and in-dungeon inventory close out the Phase 4 gaps. Queue matchmaking and PvPvE bring multiplayer online. Hub systems (Bounty Board, Dungeon Compactor, Aether Forge) give players reasons to keep running. Sound effects ship here too.
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.