Roadmap

The plan is not to make the town bigger first. It is to make it more readable, more situated and more alive.

Built

Living core

Beings already eat, sleep, work, spend, bond, avoid, remember enough to hurt, and keep moving while you are away.

In development

Readable time

The next work is observability: structured facts, daily chronicles, routes, duration and late decisions.

Designed

Society layer

Topics, rumors, reputation, richer emotions, weather, events and residents with memory.

Horizon

Persistent world

Districts, diaries, generations, founder lineage, consent layers and ethical monetization.

  1. 01Visible facts

    What happened, when it happened and who was there.

  2. 02Readable causes

    Which everyday pressure pushed the change.

  3. 03Meaningful scale

    A bigger town only when each life can be read.

Roadmap principle

Scale comes after legibility. First the town must explain why a life changed.

Already alive

The first town has a pulse.

This is the foundation that makes absence matter. The town has enough internal pressure to produce small consequences without scripted scenes.

  • Autonomous Beings with OCEAN, emotions, needs and homes.
  • Asymmetric bonds, affinity, hurt, ruminating and decay.
  • Hunger, pantry, cooking, eating, sleep, appearance and money.
  • Jobs, salaries, qualification, unemployment and underemployment.
  • Local persistence, absence mode, newcomers and first chronicle summaries.
Now / next

Make time visible.

A living world only works if the player understands why things happened. The next pass turns raw activity into readable time.

  • Structured event log: facts that can be filtered, stored and narrated.
  • Daily chronicle, not only absence summary.
  • Actions with duration, routes, arrivals, delays and missed windows.
  • Lab clock: one in-world hour per real minute during the sandbox view.
  • Clear return experience: what changed, who changed, what left a mark.
Designed, not rushed

The group becomes a society.

The next layer is not more content. It is more ways for small rules to rub together and create social pressure.

  • Conversation topics: lived, discovered and stable interests.
  • Rumors and reputation: what the town believes can differ from what is true.
  • Expanded emotions: anxiety, shame, boredom, envy and antagonisms.
  • Weather, calendar events, bar, visits, health and reactive jobs.
  • Consequences at work: lateness, warnings, demotion, dismissal and recovery.
Long horizon

A town with memory and age.

Only after the town is readable should it grow into districts, lineages and owner community.

  • Biographical memory, episodes, trauma, recovery and slow trait change.
  • Districts, housing pressure, commuting, local indicators and inequality.
  • Life cycle, families, generations, inheritance and founder lineage.
  • Subjective diaries: each owner reads what their Being could know.
  • Consent-based community between owners, unlocked by real bonds between Beings.