Build path

Roadmap archive

A focused view of what is shipped, what is being built now, and what each phase needs before it moves forward.

0.1.0Upcoming pack version

The first public alpha, currently in development.

3Critical active tracks

Pack foundation, worldgen and bunkers, and SPH water performance.

Open worldNarrative structure

Lore is discovered out of order through places, items, and records.

6 roadmap tracks visible

In DevelopmentSurvivalCritical priority

First Alpha Pack Foundation

The pack has entered active construction. This phase turns the core mod list, configs, scripts, world systems, and lore into the first coherent playable Wilderness Odyssey build.

Version 0.1.0Early build
15% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Assemble the core mods, configs, scripts, datapacks, and Wilderness Odyssey API systems into one repeatable build.Incomplete
  • Establish a stable fresh-world path from installation and first launch through the opening survival loop.Incomplete
  • Use the current lore canon as the design baseline without forcing players through a linear campaign.Incomplete
  • Hold the first alpha to a focused scope so later systems do not destabilize the foundation.Incomplete

Exit conditions

  • A clean install can create and enter a new world without startup blockers.
  • The first session supports survival, exploration, and discovery with a recognizable identity.
  • Known limitations are documented before the build is handed to alpha testers.

Dependencies

  • Compatible core mod versions and a repeatable pack build.
  • Worldgen, bunker, and water-performance tracks reaching their first-alpha gates.
  • A small set of reproducible playtest seeds and hardware profiles.

Testing signal: The first testing call will focus on launch blockers, broken recipes, world creation, and first-session clarity.

In DevelopmentWorld GenerationCritical priority

Worldgen Changes and Bunker Placement

World generation is being reshaped while bunker placement is tuned so the opening mystery, exploration routes, and survival spaces appear naturally across fresh seeds.

First alpha content gateActive iteration
30% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Iterate on terrain and biome generation for a changed Earth that feels wild, dangerous, and still alive.Incomplete
  • Tune bunker spacing, rarity, terrain fit, and discovery pacing across a broad seed sample.Incomplete
  • Keep critical bunkers reachable without making the world feel crowded with repeated structures.Incomplete
  • Use bunkers and ruins to introduce cryo, Aether, the Blackout Archive, and Project Threshold through environmental clues.Incomplete

Exit conditions

  • Fresh seeds generate without broken terrain seams, missing regions, or placement crashes.
  • Bunkers are discoverable but neither guaranteed everywhere nor vanishingly rare.
  • Structure placement supports exploration and lore without blocking normal survival.

Dependencies

  • Stable worldgen configuration and structure templates.
  • Placement rules that account for biome, slope, spacing, and spawn conditions.
  • A seed matrix covering different terrain and biome combinations.

Testing signal: Alpha testers will be asked for seed coordinates where bunkers are buried, exposed, clustered, missing, or unreachable.

In DevelopmentWater SystemCritical priority

SPH Water VRAM and Performance

The SPH water system is being profiled for VRAM leaks and runaway cost. Water can remain ambitious only if long exploration sessions stay responsive and memory use settles instead of climbing.

First alpha performance gateProfiling and leak hunt
25% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Reproduce and measure VRAM growth during repeatable river, ocean, shoreline, and chunk-reload routes.Incomplete
  • Audit SPH particles, GPU buffers, textures, render targets, and chunk-lifecycle cleanup for retained resources.Incomplete
  • Cap or scale expensive simulation and rendering work without flattening the water system identity.Incomplete
  • Add practical performance settings for hardware that cannot sustain the highest water quality.Incomplete

Exit conditions

  • VRAM usage reaches a stable plateau during an extended water-heavy test route.
  • Repeated chunk loads and dimension transitions do not leave water resources resident indefinitely.
  • The first alpha maintains playable frame pacing on the agreed minimum test hardware.

Dependencies

  • GPU and VRAM profiles from reproducible test sessions.
  • Renderer-mod compatibility checks and clear quality presets.
  • Representative low-, mid-, and high-range hardware results.

Testing signal: Testers should report GPU model, settings, route length, peak VRAM, and whether performance degrades over time.

ResearchLoreHigh priority

Lore Discovery Layer

The story will be discovered through exploration rather than delivered as a forced campaign. Each structure, item, terminal, and quest should reveal a piece of the same mystery from a different direction.

After the first-alpha foundationCanon mapped
10% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Create Aether-guided opening records that help the player survive without explaining the whole collapse.Incomplete
  • Build Blackout Archive trails marked by the lizard and Oliver symbols.Incomplete
  • Distribute Project Threshold, The Siren Night, and Exodus Protocol clues across military and civilian structures.Incomplete
  • Tie lore-linked items and unlocks to exploration so progress feels purposeful instead of arbitrary.Incomplete

Exit conditions

  • Lore can be found out of order while still forming a coherent picture over time.
  • Players can ignore the mystery temporarily without losing the ability to progress later.
  • Environmental clues create questions and theories instead of becoming exposition dumps.

Dependencies

  • Finalized structure roles and placement rules.
  • Current canon naming kept consistent across quests, terminals, items, and site copy.
  • Reliable triggers for discoveries and Aether memory fragments.

Testing signal: Need feedback on which clues feel intriguing, which are too explicit, and where players lose the trail.

PlannedDimensionsLater priority

Echo Earth and Anomaly Progression

Meteor material, stabilization technology, and the damaged mirror world of Echo Earth will become a connected progression path that expands the mystery without replacing open-world survival.

Later alphaPlanned
0% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Create meteor and rift materials with clear sources, risks, and uses.Incomplete
  • Connect Stabilizer Core and Rift Key progression to Project Threshold ruins.Incomplete
  • Build a first Echo Earth pass with familiar-but-wrong terrain, hazards, structures, and safe return logic.Incomplete
  • Add anomaly exposure and protection systems that reward preparation and adaptation.Incomplete

Exit conditions

  • Players understand how to prepare for Echo Earth without receiving a checklist of spoilers.
  • Dimension rewards feed back into survival, exploration, and later rocket systems.
  • Anomaly danger is readable, tense, and recoverable rather than random punishment.

Dependencies

  • Stable overworld foundation and first-alpha feedback.
  • Gateway safety, return placement, and save migration tests.
  • Final balance for radiation, masks, rift materials, and stabilization tech.

Testing signal: Later testing will focus on gateway safety, progression clarity, hazard fairness, and reasons to return to Earth.

PlannedPerformanceHigh priority

Version 0.1.0 Stabilization and Testing

Version 0.1.0 will open only after the foundation survives full-session tests. This pass turns active development work into a build other people can install, play, and report on usefully.

Before 0.1.0 releaseGated
0% tracked progress
Open tasks, exit conditions, and dependencies

Tasks

  • Run fresh-install, world-creation, long-session, death/reload, and update-path smoke tests.Incomplete
  • Publish performance presets and known-issue notes for worldgen, bunkers, and SPH water.Incomplete
  • Prepare a focused alpha test checklist with log, seed, hardware, and reproduction guidance.Incomplete
  • Write accurate release notes that distinguish unfinished systems from first-alpha blockers.Incomplete

Exit conditions

  • No known startup, world-corruption, unbounded memory, or common placement blocker remains.
  • A normal play session can explore generated terrain and bunkers without progressive performance collapse.
  • Testers receive one reproducible build with clear expectations and reporting instructions.

Dependencies

  • The pack foundation, worldgen, bunker placement, and water-performance gates passing.
  • Representative hardware tests and longer play sessions.
  • A frozen first-alpha scope and final build manifest.

Testing signal: The first alpha call will ask testers for logs, seeds, hardware details, screenshots, and exact reproduction steps.