Roadmap

How the bible becomes a game. The phases are 04-architecture.md §14’s (Phase 0, Phase 1, then A, B, C), with content and art added. Launch scope is Acts I–II, cap 60, with Acts III–V as later updates (D1 in 07-decisions.md). Every milestone ends the way milestones do now: a bot or a gate stage proves it, and Foster plays it.

Principles

Phase 0: pre-production (about 16 weeks)

Goal: no open question that could invalidate the architecture, the art pipeline or the core loop.

Track Work Weeks Done when
Bible Bible reviewed; the remaining Phase 0/1 decisions in 07-decisions.md (D4–D11) made 1–3 No open decision blocks Phase 1
Engineering spikes S1 (done 2026-10-03, reopened after S1b: monster AI as data run natively, sandbox for hooks), S1b (GDExtension shared Body.move, ≤ 2 µs per body-tick on the VPS, web dlink template), S3 (footholds), S2 at 300 bots after S1b 1–14 Each pass line in 04-architecture.md §13 met; S1b builds the GDExtension shared core (D12), with the §5.3 ladder’s next rungs only if it misses
Art S0 Spikes A–D in 05-art-audio.md (A passed 2026-10-03: Klein 4B edit is the gear generator; on the open A-pose mannequin with socket discs and a pelvis part, joint tears fell to 1/72 and hats, tops and capes were 10/10 usable; next a side or 3/4 view mannequin, a tunic skirt chain and a 1x readability check), style model, one map kit with strata kit 1–6 Each spike’s pass line met
Art S1 Pipeline’s first deliverable: Mossway kit, 4 base-class mannequins with 3 gear sets, Puddling, Shellmite, mote VFX, lantern gauge HUD 6–16 Passes art-direction review and automated QA
Audio Lantern Town theme, one region theme with adaptive stems, 30 core SFX 6–12 Plays in the build; license confirmed (05-art-audio.md sources)
Feel Movement and combat numbers from 03-systems.md on the current sim 4–10 Feel bot passes; Foster signs off
Grind loop (pulled forward 2026-10-03) Base class skills on hotkeys with auto-target (03-systems.md §4.3, §4.7); dense respawning spawns on Mossy Field; XP and levels 1–10 so the HUD bars are real; a party stub (shared XP and kill credit for players near each other); trip boons with a Warden and a lantern pool (03-systems.md §7.9) 1–6 A bot levels from 1 to 10 through Mossy Field, Footprint Ponds and the Old Tollbridge in the 03-systems.md §5.1 time (about 36 min of pure grind); two players party and share XP online; Foster says it plays like a Maple-like, not Terraria

Grind loop status (2026-10-04)

State Work
Merged Levels 1–60 with XP and the HUD bars (#49); a dense Mossy Field (#50); Warden skills on hotkeys with auto-target (#51); Lantern Town rebuilt as the Rim with walkable buildings (#53, #54); the party stub (#56); monster aggro, leash and motes homing to the killer’s lantern (#57); loot and scaling rules (#61, 03-systems.md §5.6, §13); the grind bot (#58, #74); trip boons (#60); brass, personal drops and the Mosswife’s tonic shop (#64); player stats and the Hornsmith’s swords (#71); Footprint Ponds (4–7) and the Old Tollbridge (8–10); a gentler first field (#98); knockback prediction (#97)
Open Foster’s play-through of levels 1–10 as each class; S2 (300 bots) and S3 (footholds)
Found by the bot Mossy Field alone took about 81–101 min to level 10, not 36: its monsters top out at level 4. Moving field to field by level (Mossy Field, Footprint Ponds from 4, the Old Tollbridge from 8) and buying the Hornsmith’s swords, the bot reaches level 10 in 35.0–40.6 min on 4 seeds, inside §5.1’s 36.2 ±15%; the nightly reports it, gated again at Phase A (03-systems.md §22.1). The bot exit is met

Then Foster plays it. Phase 0’s grind track ends when he says it plays like a Maple-like. Bot times are reported, not gated, until Phase A (2026-10-04, #102): the first all-class run had the Warden at 36–41 min and the Ranger, Kindler and Shade at about 52, 43 and 47–83, mostly the new bots’ play.

S1 took one day; S1b, started 2026-10-03, is the long pole. If the shared core misses ≤ 2 µs, the region split (04-architecture.md §5.3) comes next, before Phase 1 builds on a tick budget it cannot meet.

Phase 1: vertical slice (about 10 weeks)

The first session of the game, at launch quality, online.

Build order (2026-10-04), each one playable before the next starts: 1. Accounts and real parties. Done. Nakama login, character select, worldd v1 saves with item uids and the ledger, and real parties with invites and the party finder (#75, #76, #78, #79, #83; 03-systems.md §5.5 As built). 2. Class choice. Done. Ranger, Kindler and Shade beside the Warden, chosen at creation in the Lodge yard: New character, try each class at level 8 on the dummies, choose, name, Begin (#88, #91, #93–#96; 10-operations.md §4). Skills not built yet show as “coming soon”; the 1–20 kits are specced in 03-systems.md §4.9. 3. The rest of the Mossway, then the Glasslands. Dewline Hedgerows, Shellshed Slopes, the Soak and the Puddle Mayor, then the Glasslands to the Cinder Eye, from the build sheets in 02-atlas.md §6 (#90). 4. The prologue and the first beacon. The instanced Pilgrim’s Stair and the Lighting. Beat sheet, instance, beacon and tech needs: 11-prologue.md. As built: the Stair, the Wick, B1–B7 and the Lighting, shared per channel rather than instanced; the Low Lamp and the Sump wait (11-prologue.md §8). 5. Appearance at creation (added 2026-10-04). 03-systems.md §1’s Create step also picks body, face, hair and lantern glass color. Glass color first (a tint), then hair and face as the cutout rig’s parts come out of Art S1. As built: the glass color (03-systems.md §1, D67); body, face and hair are still to come. 6. Quests and audio (added 2026-10-04). The Mossway and Glasslands quest lines (02-atlas.md §6), and the Lantern Town theme, a Mossway theme and the core SFX. 7. Phones. The touch layout on the web build.

Week 1 status (2026-10-05)

State Work
Merged Lantern glass color at creation (#106, D67); the Mossway fields 5, 6, 7, 9 and 11 with kinds 10–14 (#108); Ranger, Kindler and Shade grind bots (#107); the Drain and the Puddle Mayor with Runlets (#109, D60–D62); a gentler Mossy Field and Ponds for the newcomer (#105); the prologue’s Stair, Wick and Lighting (#110); the explorer bot levelling again (#112)
Week 2 The Sump and the Low Lamp (map 10, kinds 17–18); quests; music and core SFX; bots that beat the Mayor and keep the newcomer on its path
Found by the bots The newcomer reaches level 5 in 15.5–21 min with the prologue (1.5x is 15.5), so its gate stays off; it detours through the Hedgerows portal on Mossy Field, and most of its deaths are at the Thornpig point near x 1070 on the Ponds. The explorer dies twice on the Old Tollbridge, where #108 put level-10 Tollkeepers on a level 8–10 bridge it crosses at level 1. The Mayor’s bots leave 26,274 of 55,000 in 330 s. The Ranger (about 43 min) and Shade (47–63 min) are over the 36.2 ±15% window
Open calls D56–D58 (Mossway), D60–D62 and the Mayor’s 55,000 life, the Hedgerows portal on Mossy Field, the Thornpig point, Tollkeepers on the bridge, Ranger and Shade tuning (after Foster plays), D31–D34, the Glasslands palette

Next two weeks (planned 2026-10-04)

Week Work
1 (from 10-05) Foster plays 1–10 as each class (Phase 0 sign-off); the rest of the Mossway (maps 5–19, its new creatures, the Puddle Mayor); the prologue and the Low Lamp; lantern glass color at creation; class bots that kite, Blink and open from stealth, and a first-field pass for the newcomer
2 (from 10-12) The Glasslands to the Cinder Eye; the first Mossway and Glasslands quests; the Lantern Town and Mossway themes and core SFX; hair and face at creation if Art S1 has the parts; the phone touch layout, or week 3

Alongside both: the full-colour Lampghost art, Art S1 (Puddling, mote VFX, the lantern gauge), S2 at 300 bots and S3. Foster plays at the end of each week; open calls are D31–D34 (prologue), D40–D45 (zones) and the Glasslands palette.

Phase A: internal alpha (about 6 months)

Architecture Phase A plus the launch content: level 60, the Prologue and Acts I–II. Private (D28): Foster and the bot fleet only.

Phase B: launch readiness (about 4 months)

Still private (D28). Whether the public reveal is an open beta or the full release is D29. Architecture Phase B plus the systems an MMO needs at launch. No new regions: Phase B finishes Acts I–II to the density bar.

Phase C: launch

Architecture Phase C. Store releases on iOS, Android and desktop; in-app purchases; 1–5k CCU; 99.5% uptime over the first month; restore drill green. The Prologue and Act I open at launch and Act II opens server-wide 4–6 weeks later (D2, 00-canon.md). Each Act’s world event happens once per world.

Launch scope (D1, decided 2026-10-03, revised the same day)

A: Acts I–II, cap 60: regions 1–5, 3 holds (Lantern Town, Brazenbrow, the Almanac), 2 dungeons (the Gutterworks, Hornheart), 5 world bosses, about 125 quests, curated by Foster with agents. Phase 0 to launch is about 14–16 months. Acts III–V ship after launch as major updates, each raising the cap.

Art and curation figures are from 05-art-audio.md (launch scope roughly 55–65 of the full 106 curator-weeks). Quest throughput assumes ~25 quests per region, written and scripted by agents at about 8 quests per week with Foster reviewing, plus a week of bot tests per region.

Rejected Why
B: the full game, cap 120 (2+ years) Two years with no revenue and no players to tell us what works; first chosen, then reversed the same day
C: full game with 2 paid curators ($95k–160k, ~14–16 months) Cost, and curators need the style locked first

The risk of A is that engaged players reach 60 (about 32 hours, 3–4 weeks at 8–12 hours a week) well before Act III. The endgame at 60 has to hold them: Deep-touched dungeons, the Deep, world bosses and the Sunline (03-systems.md §18). Act III is built during Phase B so it can ship about 3–4 months after launch.

After launch

What Foster sees, and when

When Foster plays or reviews
Every merge The live web client at halvesper.fdhproperty.com
Each spike Its result and the decision it forces, in 04-architecture.md §13 or 05-art-audio.md
End of Phase 0 Art S1 deliverable beside the key art; S1b/S2/S3 results; D4–D11
End of Phase 1 The slice, in a desktop browser and on a phone’s browser
Each region at the density bar The region, played end to end
Each alpha/beta month CCU, retention, time-to-level, economy, crashes (10-operations.md metrics)

Timeline caveat

Week counts assume agent-driven development with Foster curating and reviewing, as in M0–M6: about 16 + 10 weeks, then 6 and 4 months, so about 14–16 months from Phase 0 to launch, and roughly another year of Act updates to cap 120. They are estimates to plan against. S1b, the art pipeline and curation throughput are where they are most likely to move.