DEVELOPMENT_ROADMAP

SYSTEM_STATUS: ACTIVE_COMPILATION // TARGET: COMPLETE_ALPHA

[01_IMMEDIATE_GAMEPLAY_UPDATES]

+ Add Hall of Heroes: A persistent memorial tracking all heroes fallen in combat—including unrecovered mission casualties and dead Hardcore characters. The roster automatically sorts by level, cementing your highest-ranking veterans at the top of the wall.

+ Add Tiered Groups Implementing White, Blue, and Gold groups of units with different modifiers, custom behavior trees, and unique buffs or debuffs.

+ Level 15 Boss Battle: An adaptive final encounter. Clearing high-difficulty extractions early destroys enemy key bases, stripping the level 15 boss of reinforcements. Sticking to easy paths leaves those bases intact, making the final fight much more brutal.

+ Quality of Life & Operational Tweaks:

  • Add game speed selection option.
  • Make it possible to go back and play lower-level extractions you've already completed.

[02_MAP_MODIFIERS]

Adding variable global traits to extraction zones:

  • Frenzied: Enemy units gain +25% attack speed.
  • Vampiric: Hostile units heal themselves for 15% of the damage they deal.
  • Adrenaline Rush: Enemies move 20% faster.
  • and many more

[03_BACKEND_AND_SUPPORTER_TIERS]

+ Backend & Player Data Systems: Build secure profile registration/login, stat tracking, cosmetics inventory tracking, match result history, leaderboards, and client-to-server preference syncing (UI settings, hotkeys, toggles) alongside robust cheat prevention.

[04_UNITS_AND_FACTIONS]

+ More Assets: Adding new units and buildings to both existing races. Polishing up current assets, adding better textures, and placing more environment decorations.

+ Third playable race: Laying the groundwork for a 3rd faction, with room to add more later.

+ Smart AI Skirmish: Overhauling the skirmish mode AI to make it significantly smarter and more challenging.

[05_MULTIPLAYER_AND_NETCODE]

+ Core Netcode: Multiplayer integration is almost finished. Wrapping up the final replication loops.

+ Competitive Layer: Adding a ranking ladder and an in-game spectator mode to watch matches live.

+ Social Subsystem: Implementing global chat, a direct friends list, and a solid social layer.

[06_SOCIAL_AND_HUB_FEATURES]

+ Hideout (Personal Sandbox MVP): A private space where you can freely spawn units and buildings, test out strategies/combos, run crazy large-scale battles, or load up and watch replays with friends (complete with pause and annotation tools). Show off founder items, skins, and banners here without affecting multiplayer games.

+ Town (Public Social Hub): A persistent public space to meet other players, complete with chat, post boards for finding 1v1 or co-op partners, NPCs/events to fill empty areas, and optional public minigames or sandbox chaos displays.

+ Integration Tools: Quick teleport buttons from hideout to town/custom maps/queues, online status syncing, and a hybrid menu-only mode for anti-social players.

[07_MODDING_AND_API]

+ Proper Modding Support: The engine modding backend is already there, but we are rewriting the tools to make them easily accessible for non-programmers.

+ Scripted Triggers: Adding a proper event-trigger system (currently missing) and exposing more of the core game API to creators.

[08_COMESTICS]

+ Supporter Tier System: Multiple tiers with escalating cosmetic rewards for early alpha backers and founders. Includes unit/building skins, hideout/town decorations, replay UI borders, observer overlays, custom portraits, and banners.

+ Competitive Integrity: Add client-side toggle to completely turn off cosmetics in active matches for players who want absolute visual fairness.