Roadmap
The plan and the decisions behind it, where each step stands, and what the build can and can't do today, with real renders.
The plan and the decisions behind it are recorded in the repository's CLAUDE.md, the page
every working session starts from, and shown here as they are written there.
From CLAUDE.md, Roadmap (decided 2026-10-23)
Co-op multiplayer foundation(done 2026-10-24).- Loot and crafting: sim, wire and inventory UI done 2026-10-24 (
docs/loot.md). - Passive tree and character progression; persistence of characters. Decided 2026-10-26:
PoE-style attributes (Str/Dex/Int, with requirements), skill gems in skill slots with their
own support slots (PoE2-style), a first Rose of ~120 nodes with one start per archetype; the
rules land in the sim and the website's build planner first, the game's screens after.
Later that day: attributes from 5 points a level (none on the Rose), a passive point every
two levels; the Rose's new shape is a proposal (
docs/progression.md). - Art, VFX and audio (real models and animation, GPU particles).
Any new system must answer up front: who owns this state (server), what replicates, what the client predicts.
From CLAUDE.md, Vision
- PoE-style depth: loot with random affixes, crafting currency, builds, hordes of monsters.
- Solo or co-op: every part works alone; with friends, 2-4 players over the internet, server-authoritative (solo is a local server with one client).
- Players are fallen angels who lost their memory (the Fallen; their passive tree is the Rose, 2026-10-26): they wake at the bottom of the world, climb back to their seat in heaven and find heaven corrupted (2026-10-25). The climb reveals the wider background of the fall, never its exact cause.
- A campaign of 3 acts of ~30 minutes climbing from the deep to heaven, where you choose a faction for good; then you fall once more, keeping your memories, and climb the same acts again a hundred years later, harder (this replaces Nightmare; ~3 hours in all). Each act boss gives back a memory (a lasting strength and a piece of the story). Then an endgame of maps opened from your hideout, which friends join. Campaign decided 2026-10-24, the second climb 2026-10-25 (a repeating rebirth was decided and cut that day); not yet on the roadmap.
- Performance is a feature: dense hordes and heavy effects without hitches. Every system is designed, measured and kept within a budget.
The campaign sits outside the four steps: three acts climbing from the deep to a corrupted heaven, a faction chosen at the top, then one more fall and a second climb a hundred years later (decided by Alex on 24 and 25 October 2026). How these play out is on How it plays: the campaign, maps and the hideout, and playing together.
Where it stands today
These are real renders from the current build, captured by www/shots.sh. The models are
stand-ins, so the game can be built and measured before the art exists.
Target shot 1 is how far the renderer has been pushed toward the key art.
Art in progress
Art in progress
Art in progressWhat works
- Combat with two attacks, three spells and a dash, four damage types, armour, resistances, crits and three ailments.
- Six monster families with magic and rare packs, six modifiers, and a guardian at each portal.
- Endless generated depths, levelling to 100, life and mana flasks.
- Loot: 45 item bases, 34 affixes, 7 uniques and 8 currencies, with drops per player, an inventory, equipment and crafting.
- Co-op for two to four players: host from the game, run a dedicated server, or join by address.
What is placeholder or missing
- Most art: models are simple stand-ins, effects are basic, and there is no animation or audio.
- No passive tree, and characters are not saved between sessions.
- No campaign, hideout or maps yet: today the game is one endless run of generated cave depths, with a portal on to the next at the end of each. That is the deep where the climb begins, without the acts above it.
- Joining over the internet needs the host to forward a UDP port; there is no matchmaking or relay.