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Public roadmap

What's next.

No dates, no promises, just the order things are getting built and roughly where each piece sits today. The breadth is in place and the wrist got its wave; the game is nearly feature-complete, so the work narrows to refinement: final art, balance, accessibility, and the last details before beta. The marketing is already shot, the storefront is waiting on us. What comes after launch is a conversation, and the big forks below go to a community vote.

Last updated: August 8, 2026 · v0.99.0 alpha

Completed

Breadth, in place.

Almost everything that makes the game wide is built.
Core loop

All 28 trades

8 combat, 7 gathering, 9 artisan, 4 wayfaring, each with its own actions, XP curve, and unlocks. The four Tidal Trades, Beachcombing, Scrimshaw, Chartwork, and Shipwrighting, were the last to land, each with its own art, colors, and progression arc. Depth and balance still get tuned build to build.

Offline

24-hour offline progression

Closed-form simulation. No throttle, no ads, no premium gate. Covers combat as well as skilling.

Combat

Combat, gear, and builds

Melee, ranged, and magic on a full combat triangle, with equipment, prayer and curses, spellbooks, and meaningful build choices that carry through both active and AFK play.

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Onboarding

First-run tutorial

Short, skippable, gather, process, fight in a handful of friendly steps. Built for the player who has never touched an idle RPG.

Game Center

Achievements & leaderboards

Achievements with hidden surprises and a completion capstone, plus opt-in seasonal leaderboards that reset for a fresh-start race. Share only what you choose.

community
Unlock

$9.99 one-time unlock wired in

The full-version unlock runs end to end, free for every alpha tester during testing. Optional cosmetics only beyond it, never pay-to-win. One purchase covers all six platforms.

Language

Fifteen languages

English plus fourteen more, Simplified and Traditional Chinese, Japanese, French, German, Spanish, Portuguese, Russian, Korean, Vietnamese, Arabic, Hindi, Filipino, and Haitian Creole. Every line reads from a translation catalog, so each new tongue is a pass and not a rewrite. Native proofreading rounds still to come.

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Feel

Motion, juice, and framerate

Seventeen kinds of level-up and milestone celebration, then a performance pass that keeps every one of them smooth, no frame hitch when a toast lands or a turn resolves, on any device.

Sync

CloudKit sync, end-to-end encrypted

Saves move privately between your devices. No accounts, no servers of mine.

Privacy

Zero third-party SDKs

Pure SwiftUI. No analytics, no crash reporters, no ad networks. Full privacy policy on the site.

Platforms

Native on every Apple device

Pure SwiftUI runs everywhere, iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch. Native layouts, gestures, and shortcuts tuned for each. One purchase, all of them.

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Watch

A watch that plays, not just tells

A real fight on the wrist, both swing timers, your familiar beside you, the heal on the button. Take a quarry task, collect your offline haul, and tend the Watchfire, a watch-only hunt that burns with your phone in another room and can never cost you a character or a coin. Complications and Smart Stack included.

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Ambient

Widgets & notifications

The almanac reaches your home screen on iPhone, iPad, and Mac, every widget size, seven skins. Notifications can tell you when a run finishes, a crop ripens, or the reward bank fills, you decide what may speak at all, and quiet hours hold anything that comes due until they end.

Endgame

The deep-water arc

The Foundering, the Kingtide, and the Tolling crown the ladder now, each one clearable rather than merely survivable, with auto-eat honest enough to say which fights can truly run unattended. Boss names and final art are getting their last coat.

Alpha

TestFlight alpha live on all six

Open invite, with active builds on all six Apple platforms at once. Active Discord feedback loop.

Marketing

Launch marketing kit

The trailer, native screenshots, and real-footage App Previews are shot and cut across all six platforms, with the listing and press kit ready. The storefront is waiting on us, not the other way around.

In Progress

Finishing, not widening.

Depth and feel on what's already here.
Finishing

The last details

The list is short and shrinking: final art where a stand-in still serves, the newest trades' remaining flourishes, and the small owed items a nearly finished game accumulates. Finishing what's here, rather than adding more, is the whole focus now.

UX

Experience upgrade

A deliberate pass over information density, motion, and the hundred small frictions between good and great. Less breadth, more polish, the difference you feel in the first ten minutes and the hundredth hour.

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Balance

Perfecting the feel

Tuning XP curves, drop rates, and trade-to-trade pacing until the whole loop sings. Honestly, the only thing left between us and launch is our own bar for how the game should feel.

Combat

Combat consumables

Auto-eat now reads a fight the way it actually lands, and the cost of keeping yourself fed scales honestly with how deep you are. The rest of the consumable pass, potion handling and AFK management, rides with the balance work.

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Accessibility

Full VoiceOver pass

Every control speaks, and the loud moments respect a speech budget: a rotor for the fight's readouts, only four events that may ever interrupt, and a quiet setting that still tells you what a day away earned. Localized announcements complete it.

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Language

Native localization proofreading

Fourteen translations shipped as careful first passes. Native-speaker proofreading is the quality bar before any heavy push into a new market.

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Coming Soon

Launch, then Game Center.

Ship the base game, then go deep.
Beta

Open beta on TestFlight

Wider invite, feature-frozen, focused on stability and the final feel pass before release.

Launch

1.0 on the App Store

All six Apple platforms, one up-front purchase, priced like a premium app. It ships when the gameplay clears our own bar, not a date on a calendar.

Game Center

Maxxing the Game Center experience

The first big direction once the base game is finished. Leaning all the way in, weekly recurring leaderboards, a deeper achievement ladder, Challenges, and Activities, so there is always a fresh race to run and a reason to come back.

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Future

What's next is yours.

The big forks, put to a community vote.
Multiplayer

Multiplayer, or not?

Co-op, guilds, shared events, all of it cuts against an idle game built around a private, offline-first save. A real fork in the road, and one we would rather take with the community than guess at.

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Reach

Which countries next?

Fifteen languages open a lot of doors. Whether we push hard into specific regions, add more tongues, and tailor the game for new markets comes down to where the players are.

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Trades

New trades worth adding

The 28 are deep enough to launch on. If we add more, which fantasy calls loudest? That is a vote, not a hunch.

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Art

Worth the leap to 3D?

The painterly almanac look is the identity today. Whether 3D art is worth the jump, in cost and in feel, is one of the biggest questions on the board.

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Art

A more serious bestiary?

The monsters lean warm and characterful right now. Reimagining them in a more serious register is on the table, if that is the world players want to live in.

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QOL

The quality-of-life wishlist

The smaller asks that compound, more automation, sharper filters, better dashboards. An open call for the conveniences that would make the daily loop yours.

community
Completed In progress Coming soon Future Vote on what's next? #roadmap on Discord

Want to influence the roadmap?

Alpha testers suggest features, vote on priorities, and see their ideas implemented. Hop into the build, then join the Discord to weigh in.