Development status as of 30.04.2019

1.1. Ready for release

48%

1.1.1. Programming

48%

1.1.2. 3D Models

55%

1.1.3. Animations

45%

1.1.4. Level design

52%

1.1.5. Video and audio effects

48%

1.1.6. UI/UX

60%

1.1.7. Outsource (music, cartography, trailers etc.)

22%

1.1.8. Intermediate optimization

80%

1.1.9. Final optimization

22%

1.2. Ready for early access

77%

2.1. Technical

71%

2.1.1. Character creation

100%

2.1.2. Characteristics of character

100%

2.1.3. Leveling up

100%

2.1.4. Vocations

30%

2.1.5. Karma

20%

2.1.6. Inventory, loot

100%

2.1.7. Equip, armor modular system

80%

2.1.8. Seamless world

70%

2.1.9. Integration of UI, mapsт

40%

2.2. Combat system

87%

2.2.1. Melee

95%

2.2.2. Long-range

70%

2.2.3. Buffs

95%

2.2.4. Abilities

80%

2.2.5. Magic

80%

2.3. PvP & PvE

24%

2.3.1. Sieges

55%

2.3.2. Siege weapons

1%

2.3.3. AI and mobs respawn

40%

2.3.4. Raid bosses

1%

2.4. Economy

13%

2.4.1. In-game items

20%

2.4.2. Royal Bank

1%

2.4.3. Dynamic vendor's balance sheet

90%

2.4.4. Raw materials, processing, resources

1%

2.4.5. Craft

1%

2.4.6. Durability and repair

1%

2.4.7. Auctions

1%

2.4.8. Trading spaces

1%

2.4.9. Rent

1%

2.5. Management

6%

2.5.1. Guild

25%

2.5.2. Castle and its territory

1%

2.5.3. County and its economy

1%

2.5.4. Kingdom and its economy

1%

2.5.5. Associations

1%

2.6. World quests

1%

3.1. Environment and interior models

40%

3.2. Character models (male and female)

95%

3.3. Weapon models

50%

3.4. Armour models

74%

3.5. Character customization

95%

3.6. Weapon customization

70%

3.7. Armour customization

30%

3.8. Models of other items

27%

3.9. Models of mobs

20%

4.1. 4 mainlands, a total area of 1000 square km.

70%

4.2. Biomes (mountains, forests, rivers, lakes, swamps etc.)

90%

4.3. East

19%

4.3.1. Cities and villages

38%

4.3.2. Castles

20%

4.3.3. Gathering and refining areasи

35%

4.3.4. Exploration areas

10%

4.3.5. Infrastructure

35%

4.3.6. Dungeons

10%

4.3.7. Undersea world

1%

4.3.8. Finalization

1%

4.4. West

3%

4.4.1. Cities and villages

1%

4.4.2. Castles

20%

4.4.3. Gathering and refining areasи

1%

4.4.4. Exploration areas

1%

4.4.5. Infrastructure

1%

4.4.6. Dungeons

1%

4.4.7. Undersea world

1%

4.4.8. Finalization

1%

4.5. North

3%

4.5.1. Cities and villages

1%

4.5.2. Castles

20%

4.5.3. Gathering and refining areasи

1%

4.5.4. Exploration areas

1%

4.5.5. Infrastructure

1%

4.5.6. Dungeons

1%

4.5.7. Undersea world

1%

4.5.8. Finalization

1%

4.6. South

3%

4.6.1. Cities and villages

1%

4.6.2. Castles

20%

4.6.3. Gathering and refining areasи

1%

4.6.4. Exploration areas

1%

4.6.5. Infrastructure

1%

4.6.6. Dungeons

1%

4.6.7. Undersea world

1%

4.6.8. Finalization

1%

5.1. Magic and abilities

52%

5.1.1. Earth magic

60%

5.1.2. Air magic

70%

5.1.3. Water magic

55%

5.1.4. Fire magic

70%

5.1.5. Abilities

20%

5.1.6. Combined Magic

35%

5.2. Other

52%

5.2.1 Weather and day/night effects

80%

5.2.2. Environment

60%

5.2.3. Mobs and raid bosses

15%

6.1. Man

66%

6.1.1. Rig, skin, retargeting of stances

100%

6.1.2. Non-combat stance

100%

6.1.3. Social animations

10%

6.1.4. Swimming, climbing etc.

35%

6.1.5. One-handed weapon

100%

6.1.6. One-handed weapon + obelisk

100%

6.1.7. One-handed weapon + shield

100%

6.1.8. Two-handed weapon

100%

6.1.9. Book of mantras (two-handed)

100%

6.1.10. Magic powders (two-handed)

80%

6.1.11. Magic powder + obelisk

100%

6.1.12. Magic powder + shield

100%

6.1.13. Crossbow (light/medium/heavy)

60%

6.1.14. Bow (light/heavy)

55%

6.1.15. Magic staff (two-handed)

60%

6.1.16. Dagger

1%

6.1.17. Dagger + obelisk

1%

6.1.18. Two one-handed weapons (duals)

50%

6.1.19. Two daggers (duals)

1%

6.2. Woman

34%

6.2.1. Rig, skin, retargeting of stances

90%

6.2.2. Non-fighting stance

75%

6.2.3. Social animations

1%

6.2.4. Swimming, climbing etc.

1%

6.2.5. Adaptation of male fighting stances for female characters

1%

6.3. Other

28%

6.3.1. Ground mobs

40%

6.3.2. Flying mobs

15%

6.3.3. Underwater mobs

15%

6.3.4. NPCs

40%

Roadmap

FAQ

  • Prototype
    • Mechanics
      • Technical
        • 1. Work with mySQL (saving progress);
          2. Seamless world as one of the most significant improvements of the UE4 network code;
          3. Chat server;
          4. Battle log;
          5. Steam integration;
          6. PvP statistics, incl. castle ownership statistics;
          7. Hotbar;
          8. Revitalizing the camera for the 1st person view;
          9. Controls;
          10. SFX / VFX synchronization with controller and combat system;
          11. UE4 integration with external table forms for the creation and operational management of in-game items.
        Basic mechanics
        • 1. Character creation;
          2. Character characteristics;
          3. Character development;
          4. Karma system;
          5. Equipment system, multi-level inventory, loot (PvP & PvE), storage in the open world;
          6. Vocation system;
          7. 4 vocations (incomplete set of skills).
        Combat system
        • 1. Melee weapons;
          2. Ranged weapons;
          3. Buff system;
          4. Platform for magic system and vocational skills.
        PvP & PvE
        • 1. Castle capturing;
          2. Basic AI with partial non-target.
        Economy
        • 1. In-game currency;
          2. Item quality system;
          3. Vendors, vendor groups, assortment, trade rules and trade with vendors;
          4. Dynamic vendor balance system.
        Collective mechanics
        • 1. Guild creation and basic management.
  • Pre-alpha
    • Mechanics
      • Technical/basic
        • 1. Transition to UE 4.21 (or higher, current 4.19);
          2. 2 new vocations (incomplete set of skills);
          3. Modular armor system 2.0 for new character model;
          4. Combat system 2.0;
          5. Controls 2.0;
          6. Integration of the created UI;
          7. The controller of movement on ladders;
          8. The Controller of movement in the air (flying mobs, players);
          9. Dynamic change of 1st person camera parameters.
        PvP&PvE
        • 1. AI 2.0.
      Level design
      • 1. 2 counts out of 8;
        2. 2 big cities ;
        3. 7 villages ;
        4. 26 spots of resources extraction and refining (stone, metal, wood, cloth, wool);
        5. 2 castles.
      3D models
      • 1. New character model (man);
        2. Clothes and armor models (more than 120 unique models);
        3. Weapon models (constructor of more than 300 meshes);
        4. Mobs models (8 mobs).
      VFX/SFX
      • 1. 50+ new VFX for the magic of 4 elements, combined magic and professional skills;
        2. SFX for new mechanics and content.
      Animations 2.0 for a new character (stands for the 1st and 3rd person with 60+ animations each)
      • 1. Non-combat;
        2. One-handed weapon;
        3. Two-handed weapon;
        4. One-handed weapon and shield;
        5. Book of mantras;
        6. Magic powder and shield;
        7. Crossbow medium;
        8. NPC;
        9. Mobs.
    • Optimization
  • Alpha
    • Mechanics
      • Technical/Basic
        • 1. 2 new vocations (incomplete set of skills);
          2. Integration of the created UI;
          3. Character customizer;
          4. Weapon customizer (constructor)
          5. Armor customizer (change skins);
          6. World map.
        PvP&PvE
        • 1. Castle capturing (advanced mode);
          2. Advanced AI 2.0 for bosses.
        Economy
        • 1. Church (basic functionality);
          2. Raw materials: gathering and refining;
          3. Wear-out of items and their repair;
          4. Auction (trade association).
        Collective mechanics
        • 1. Groups;
          2. Guilds (advanced functionality);
          3. Royal Bank (basic functionality);
          4. Castles: its territory and economy;
          5. Associations (merchants).
      Level Design
      • 1. West continent: 4 counties (out of 7);
        2. East Continent: 4 counties (out of 8).
      3D models
      • 1. Clothes and armor models (more than 250 unique models);
        2. Mobs models (6 mobs).
      Animations
      • 1. 4 new stands for the character (man);
        2. 25+ sets of animations for mobs;
        3. for NPC.
      VFX/SFX
      • 1. 150+ VFX for magic, vocational skills, environment;
        2. SFX combat system, music.
    • Optimizations
    • Implementation of in-game items (1-5 levels of 12)
    • Moving to new servers (Europe and Moscow)
  • Beta 1
    • Bug fixes and optimization.
  • Beta 2
    • Mechanics
      • Technical/basic
        • 1. 1 new vocation (incomplete set of skills);
          2. Teleports system;
          3. Integration of the created UI.
        PvP&PvE
        • 1. Siege weapons controller;
          2. Arena (basic functionality);
          3. Siege weapons customizer.
      3D models
      • 1. New character model (woman);
        2. Character customizer (woman).
      Animations
      • 1. 13 stands for new character (woman).
  • Early Access
    • Early Access content will match the Alpha and Beta content.
  • Release
    • Mechanics
      • Technical/basic
        • 1. 5 new vocations, advanced skills;
          2. Controls 2.5 (squat);
          3. The system of implicit post-cap character development;
          4. Locations with the karma rules inversion;
          5. Rumor system (tavern keeper);
          6. Prison system (advanced karma mode);
          7. Teleport system 1.5 (as a control over the overload in popular locations);
          8. UI integration;
          9. Extended statistics (private closed and public total);
          10. Voting system. Number of votes depends on in-game and forum achievements (as a part of new website).
        PvP&PvE
        • 1. Arena (advanced functionality);
          2. Combat system 2.5 (squats and duals).
        Economy
        • 1. Craft system;
          2. Warehouse system;
          3. Trading platforms;
          4. Property rent;
          5. Auction (crafters and mercenaries);
          6. Dynamic Vendor Balance 1.5 (as a system of mediation in tasks between players).
        Collective mechanics
        • 1. Kingdom management (maintenance, taxes), economy, title;
          2. Counties management (maintenance, taxes), economy, titles;
          3. Church (extended functionality);
          4. Royal Bank (advanced functionality);
          5. Associations (crafters and mercenaries).
      Level design
      • 1. West: 7 Counties;
        2. East: 8 Counties (incl. Royal County).
      Animations
      • 1. 3 new stands for the character (man);
        2. 3 new stands for the character (woman);
        3. Squat animations kit for all stands.
    • Adding in-game items (6-12 levels).
  • Post-release content
    • 1. North and South continents (the same number of counties / locations) after completing the world quest;
      2. World quests – as a requirement for all the players to complete together;
      3. Event locations (advanced mode) and phenomena, incl. antimonopoly system;
      4. New vocations;
      5. Underworld;
      6. Intercontinental Trading System (trade association);
      7. Naval content;
      8. Church association;
      9. Mounts.