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Roadmap ​

The milestones are defined in Technical specs §11, with their estimates in lines of code; the vision is the Game design document. This page tracks where the repository is against them. npm run loc prints the current count (TypeScript, JavaScript and Python); it has no limit, and a milestone that runs past its estimate stops for a decision.

#MilestoneStatusNotes
M0Foundationdone0.18.0: the shared simulation and netcode, twelve vehicle classes, on foot, weapons, cover, the NPC chasers, levels from Blender kits (main-hillside), breakables, installers. 22,534 product lines (3,705 of them Python), 11,510 test lines.
M1Walking skeletonin progressDone: the mission runtime v0 (packages/missions, the tracker, test-mission-basics, the hillside's first game); rooms on the game servers, the platform API, accounts (development and Nakama, email sign-in in the Games tab), moderation, the Games tab; the block catalogue and the level spec (packages/catalogue), the spec-driven generator and its worker (apps/worker, headless Blender), the level checks (budgets, reachability), the MCP server for Claude Code (apps/mcp), the Compose stack (deploy/). Since: the kit library export (footprints, tags, anchors), a big level fetched by its hash and kept in the browser, the MCP's OAuth, games pinned to what built them (0.54.0). 30,371 product lines (+7,837; the estimate was +8,900 to +12,200).
M2Characters and feelin progressAnimation, seats and poses, falls, drift smoke and tyre marks, the interaction key. Done: tyre marks, smoke and dust, landing dust, hit sparks, seats and riders (test-drift-pad); the interaction key and its prompt; 73 animations for every action and state, falls along the hit and a light cosmetic ragdoll (test-on-foot, 0.25.0). The seats are covered on test-drift-pad and test-on-foot; no test-seats level of their own (decided 2026-10-12). Since: solid contacts between cars and people, no steering in the air, the sprint at 35 km/h, getting in and out at the doors by the car's speed (test-collisions), the dead and the wrecks in their own colours, wreck smoke, blood that follows, tracers from the muzzle, see-through glass and doors that open (0.27.0).
M3Inventory, phone, locksdoneItems and containers, the phone and its apps, locks and keys, carjacking, garages, the full mission language (while rules, defend). "Downtown job". Done, all of its scope: items, inventories, crates, lockers, trunks and doors (test-inventory, test-interaction, 0.21.0), the phone (test-phone, 0.22.0), locks, keys, picking, vehicle spawners and garages (test-locks-garages, 0.23.0), and early the mission language v1 (test-mission-logic) and carjacking. Done since: "Downtown job" (five missions, a walk-in bank), withdrawn with its city in 0.58.0 (see below).
M4Stealth and non-lethalin progressAwareness, alert phases, statuses, the tranquilizer, cameras, doors and keycards. "The compound". Done: statuses, the tranquilizer and the knockout, searching bodies, guards' awareness and alert phases, cameras, patrols and posts, pockets and keycard gates, incapacitate and sneak and the stealth hooks (test-stealth, 0.23.0). Done since: the walled compound and the guards' schedules (test-compound); "The compound" (three missions, 0.30.0), withdrawn with its city in 0.58.0 (see below). To do: the milestone's exit.
M5Living cityin progressAmbient traffic and traffic lights, pedestrians with roles, the police, six new vehicle classes, area of interest. "Rush hour". Done, all of its scope: ambient traffic and traffic lights (test-traffic-junction), the police up to three stars (test-police), an area of interest in the snapshots, the taxi, the bus, the ambulance, the fire truck and the garbage truck with their sirens and light bars, and pedestrians with roles on every level's pavements (test-new-vehicles, 0.21.0). To do: the exit, 32 bots with traffic within the tick budget. Since: "Rush hour" (0.53.0), withdrawn with its city in 0.58.0 (see below). Since: pedestrians with schedules on the room's clock, NPC roles (driver, target, VIP), races, restricted zones, spawn roles, switchable lights, gates, shops (test-race, test-city-life, 0.26.0).
M6Creator platformin progressGame pages, friends, parties and chat on Nakama with moderation, quotas, AI playtests, the generator's hills, "Delivery Wars". Done: the game pages (the page of games, a game's page with its preview, ratings, reports and takedowns, remix; 0.21.0); friends, parties sharing missions, moderated chat, mute, vote-kick, reports, safe zones and the respawn ghost (test-safe-zones, 0.24.0). To do: AI playtests, "Delivery Wars". Since: the generator's hills, bridges and tunnels (regions, 0.31–0.53), Your games and a build's preview with a free camera (0.54.0). Since: the generator's districts with themes, density and landmarks, and every building family with tags and anchors (test-buildings, 0.26.0).
M7Scale and ship (V1)startedRooms across hosts, the unreliable channel, load tests, telemetry, signed installers. Done: a steady 60 fps in a crowded city (npm run perf, 0.24.0); rooms across hosts (the fleet, 0.49); telemetry and crash reports with consent (0.51.0); the unreliable channel (a WebRTC data channel with the acked snapshots, the WebSocket its fallback) and the load harness over it (0.55.0). To do: signed installers; a step as fast over the channel as over the WebSocket.

The current goal: V1, in waves ​

M1's walking skeleton stands (the creation loop, rooms, a curated game's missions; its leftovers are in workstream E). The way to V1 is in Technical specs §11, The way to V1: seven workstreams in three waves, the mission language (A) and the gameplay gaps (B) first, then "Downtown job" and "The compound" (C), then "Rush hour" and "Delivery Wars" (D), with the creator platform (E), accessibility and audio (F) in between and scale and ship (G) last. Estimated at +16,000 to +25,000 product lines on top of 0.27.0's 74,300.

Driving feel ​

Driving stays the heart of the game (GDD pillar 3). Its open items, worked on alongside the milestones (the curves on test-curves, the first hillside's, kept for them):

  • a drift can be started, held through a corner and caught, with the handbrake and with throttle alone;
  • jumps off the ramps land predictably and a rolled car can be recovered (R); a car rammed broadside at full throttle may tip onto its side (decided 2026-10-12);
  • the car feels immediate at 150 ms of simulated latency and corrections stay invisible;
  • two players ramming each other looks right from both sides.

The game is played with the keyboard and the mouse only, its keys remappable (Settings → Controls); there is no gamepad input (decided 2026-10-12).

Time and weather (GDD §5.7), planned for after V1, came early in 0.52.0 at the user's request: a weather of its own in every room that games and missions script, a day as long as a level, a game or a mission wants, nights with lit windows, lamps and headlights, and the gentle effects on grip and sight (Time and weather).

The world's overhaul (the playtest of 2026-10-13: streets on a grid, a world too empty, lights that do not answer) started in 0.56.0 with one flagship city at the new standard, main-riverbend (Levels): drawn freely round a river, no grid, thirteen districts each built and dressed its own way, and the night's lights (lamps that go out when knocked down, windows lit by the hour, headlights on every car driven); 0.57.0 made the dogs NPCs of their own (on a lead that lets them range and sniff, or astray) and brought the first new kit by theme, urban (what roofs carry, the harbour's ships and cranes, the squares' stalls), with Riverbend dressed in it. 0.58.0 (2026-10-14) took the five other cities out, since their level design, all of it on a grid, did not stand that playtest: main-hillside, main-downtown, main-highlands and main-bayside are gone with their games, main-compound is kept as the test level test-compound without its game, and main-riverbend is the only level that ships and the server's default, "Smart City Pilot" the one curated game. Next on it, each estimated before it starts: new kits by theme that the top-down camera reads (roofs, shop fronts, street life), and a city level template that draws a city freely from a spec, as Riverbend is drawn; the games withdrawn with their cities come back on cities drawn from it.