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GENESIS Roadmap

SANKETA I : KALI AGAMANA · PUBLIC DEVELOPMENT ROADMAP

A source-led reconstruction of the classic experience, built into a new and maintainable engine.

GENESIS is currently in active playable-development.

Percentages reflect demonstrated project capability, remaining breadth and closed-beta risk. They are rounded planning indicators—not promised dates—and advance only when the relevant behaviour is implemented and verified.

Current stage Multi-system playable buildRelease target Controlled closed betaUpdate policy Evidence before completion
PROGRAMME READINESSOverall progress
58%
58%
10Workstreams
03Core phases verified
06Active workstreams
01Beta entry gate
STATUSVerified foundationActive developmentPlannedBeyond first beta

Workstream dashboard

Select a workstream to reveal its source-aligned tasks, current evidence and closed-beta completion requirements.

UI74%
74%
Intro, login and character flow94%
94%
The complete startup-to-world path, three-character presentation and character creation are operational.
Main HUD layout and live values80%
80%
Windows, controls and hotkeys72%
72%
Inventory, storage, merchant and quest windows78%
78%
Source text, fonts, colours and messages84%
84%
Resolution and usability review48%
48%

Current baseline

  • Startup, login, server selection, roster, character creation and loading use source-defined layouts and resources.
  • The gameplay HUD, quickbar, chat, target display and core windows are present and interactive.
  • Reviewed dialogs can be exported with their exact bitmap dependencies and missing-resource diagnostics.

Remaining scope

  • Finish every required window, tab, slot, scrollbar and context action.
  • Replace remaining reconstructed labels with verified game messages.
  • Complete focus-safe text entry and every gameplay shortcut.
  • Perform full visual and interaction review at all supported display sizes.

Completion gate

  • Every visible beta control performs its intended action.
  • Required dialogs pass bitmap, font, position, state and interaction review.
  • No critical missing resource or placeholder text remains.
GAMEPLAY69%
69%
Movement, click routing and collision90%
90%
Targeting, player combat and recovery72%
72%
Inventory, equipment and currency76%
76%
NPC dialogue and town services80%
80%
Mandara quest and reward slice82%
82%
Broader items, quests and progression35%
35%

Current baseline

  • Server-authoritative movement, collision, route finding and region transfer are verified.
  • Merchant, storage, repair and return-location services validate the active NPC and distance.
  • The first multi-step Mandara quest persists objectives and grants its item and Prana rewards exactly once.

Remaining scope

  • Expand NPC roles and quest objective types beyond the first verified slice.
  • Complete item pickup, use, dropping, refinement, abrasion and appearance replication.
  • Finish level, chakra, caste, job and wider progression rules from source evidence.
  • Add safe-zone, player-conflict and group relationship rules.

Completion gate

  • The bounded beta journey can be completed and restored after reconnect.
  • Invalid movement, combat, item, NPC and reward requests are rejected.
  • Interrupted actions cannot duplicate or destroy progress.
NETWORK & SOCIAL50%
50%
Login, sessions and reconnect80%
80%
Movement and nearby-world replication82%
82%
Authoritative gameplay transactions76%
76%
Chat channels and commands18%
18%
Party, friends and guilds12%
12%
Player trade10%
10%
Production security and operations22%
22%

Current baseline

  • Bounded sessions, character ownership, nearby-world updates and reconnect restoration are operational.
  • Movement, combat, inventory, NPC services and quest transactions are validated by server authority.
  • Region transfers replace the old nearby population and preserve the destination.

Remaining scope

  • Implement general, local, private, party and Ashram communication.
  • Complete party, friend, Ashram and player-trade lifecycles.
  • Add rate limiting, secure transport, secret management and abuse controls.
  • Run realistic multi-client, disconnect and sustained-load tests.

Completion gate

  • Players receive only information intended for them.
  • Social state remains consistent through disconnect and region changes.
  • Repeated or interrupted transactions cannot duplicate value.
SKILLS & COMBAT RULES59%
59%
Source skill and item catalogues88%
88%
Costs, cooldowns and persistence80%
80%
Damage, defence and resistance formulae72%
72%
Player targeting and duel authority68%
68%
Monster combat and respawn58%
58%
Area, status and relationship targets24%
24%
Chakra-driven stat recalculation28%
28%

Current baseline

  • The full deployed player-skill catalogue and core item/monster data are readable.
  • Resource costs, cooldowns, direct damage channels, mitigation, lethal state and duel-authorised attacks are server-owned.
  • Skill, health and resource state persist across reconnects.

Remaining scope

  • Complete learn, improve, select, projectile and activation behaviour.
  • Bind persisted chakras and external setting coefficients to all derived statistics.
  • Add area, friendly, hostile, corpse, gate, shield, immunity and status-effect rules.
  • Connect every authoritative combat event to its animation, sound, effect and floating result.

Completion gate

  • The beta skill set behaves consistently for valid and invalid targets.
  • Formulae pass boundary, rounding and persistence tests.
  • Every accepted cast produces one authoritative result and matching presentation.
ANIMATIONS68%
68%
Eight playable-tribe skeletons and idle states90%
90%
Body, face, hair, skirt and apron synchronisation84%
84%
Walk, run, sit and movement-state transitions58%
58%
Attack, skill-cast and hit-reaction states38%
38%
Source death state and recovery transition90%
90%
The source-defined death state is resolved for all tribes, plays once and holds its final pose until recovery is accepted.
Service-NPC standard animation states62%
62%
Monster idle, chase, attack, death and respawn states46%
46%
Character-part LOD state consistency80%
80%

Current baseline

  • All eight playable tribes use source skeleton, skin and idle-animation data.
  • Composite character parts share the same animation and distance-detail tier.
  • The source death state is verified across body, hair and apron parts for every tribe.

Remaining scope

  • Complete source state selection for walking, running, sitting, attacks and skills.
  • Add hit reactions and reliable transition timing.
  • Finish service-NPC and monster state families used by beta content.
  • Verify optional skirt and apron behaviour for tribes that define those parts.

Completion gate

  • Every beta actor selects the correct source animation state.
  • Composite parts remain synchronised through state and distance changes.
  • Movement, combat, death and recovery transitions pass repeatable visual review.
WORLD & MAPS73%
73%
Mandara terrain and scenery92%
92%
Client and server collision authority90%
90%
Visibility streaming and object placement85%
85%
Portal-driven region transitions82%
82%
Terrain detail, sky, water, fog and lighting66%
66%
Verified multi-region activation45%
45%
Additional maps for GENESIS20%
20%

Current baseline

  • Mandara terrain, collision, thousands of placed objects, detail shading and nearby-object streaming are operational.
  • Client prediction and server authority share the same movement rules, including multi-floor selection.
  • A verified two-region transition replaces scene and nearby-world state and survives reconnect.

Remaining scope

  • Activate and capture each approved region only after its complete data set passes validation.
  • Finish water, sky, minimap, environmental lighting and region audio fidelity.
  • Verify monster populations and navigation for each active region.
  • Create and test additional GENESIS maps after the classic beta route is stable.

Completion gate

  • Every beta region passes terrain, object, collision, population and transition review.
  • Characters, monsters and cameras cannot cross invalid world boundaries.
  • Incomplete or mixed-region data cannot be activated.
AUDIO & EFFECTS65%
65%
Intro music and video audio92%
92%
UI control sounds82%
82%
Ground and actor targeting feedback86%
86%
Intro fire and particle rendering78%
78%
Combat, skill and impact feedback38%
38%
Map and ambient audio35%
35%

Current baseline

  • Intro playback includes video, audio, skipping and looping background music.
  • Source UI clicks, ground targeting and actor targeting use distinct feedback.
  • Decoded flame and smoke emitters render at the source intro-world anchors.

Remaining scope

  • Bind attacks, skills, impacts, criticals, recovery and quest events to verified feedback.
  • Complete map ambience and volume behaviour.
  • Share one semantic effect definition between editing and runtime playback.
  • Add missing-resource, socket and lifecycle diagnostics.

Completion gate

  • Every required beta action has the correct audible and visual response.
  • Missing optional feedback degrades safely and is reported.
  • Representative effect families pass repeatable visual comparison.
DEVELOPER KIT81%
81%
Zone terrain, collision and object authoring92%
92%
Water, environment and population authoring86%
86%
Particle preview and tuning84%
84%
UI preview, review and approved-resource export88%
88%
Model, texture and package conversion78%
78%
Asset, map, package and shader validation90%
90%
Remaining map, effect and data document workflows48%
48%

Current baseline

  • The zone kit can edit terrain, collision, placed objects, water, environmental regions and monster generation data.
  • Dedicated UI and effect editors support preview, inspection, review and human-readable document work.
  • Conversion, packaging, inspection and validation tools cover the principal game-resource families.

Remaining scope

  • Complete operational document workflows for every enabled map, effect and gameplay-data family.
  • Make editor and runtime effect definitions fully interchangeable.
  • Add safer transactional saving, recovery and end-to-end project packaging where still missing.
  • Finish integrated asset browsing and dependency repair flows.

Completion gate

  • Every enabled writer round-trips verified source fixtures and retains a recoverable backup.
  • Editor output passes the same validators used by the game.
  • A clean developer-kit build can create, inspect, validate and package beta content.
EXTRAS & COMPATIBILITY51%
51%
Single-player offline mode95%
95%
Localisation and country profiles82%
82%
Build, launcher and integrity checks86%
86%
Screenshots, controls and quality-of-life options55%
55%
Desktop platform qualification24%
24%
Mobile platform adaptation5%
5%
New GENESIS maps and optional features12%
12%

Current baseline

  • A local offline profile can run the authoritative game service and retain character progress.
  • The launcher, default configuration, executable identity and copied resource integrity are automated.
  • Multiple source language profiles and validated message substitution are available.

Remaining scope

  • Qualify the client and tools on the targeted desktop systems.
  • Design mobile input, layout, performance and distribution adaptations.
  • Complete convenience settings, screenshot handling and player-facing configuration.
  • Develop additional maps and optional features after the bounded classic route is stable.

Completion gate

  • Every advertised beta platform passes installation, startup, input and gameplay checks.
  • Offline and online profiles remain isolated and recoverable.
  • Optional features cannot delay or destabilise the core beta route.
CLOSED BETA READINESS31%
31%
Repeatable builds and verification78%
78%
Account and service security25%
25%
Data migration, backup and recovery32%
32%
Extended stability and load testing18%
18%
Crash reporting and support diagnostics24%
24%
Tester guides and known-issue process12%
12%
Invitation-wave operations0%
0%

Release preparation

  • Protect account communication, secrets and administrative boundaries.
  • Freeze and identify the beta player-data structure.
  • Test upgrades, rollback, backup, restoration and account recovery.
  • Produce identifiable packages with integrity verification and useful diagnostics.
  • Publish installation, controls, known-issue, privacy and tester-support guidance.

Test sequence

  1. Team qualification: clean installation, account journeys and recovery drills.
  2. Small invitation wave: installation, login, crashes and progression blockers.
  3. Gameplay wave: shared play, communication, services, quests and transitions.
  4. Stability confirmation: feature freeze, complete checks, upgrade and rollback.

Entry gate

  • No known account bypass, duplication path or unrecoverable character-loss path.
  • Every active region and quest has passed release review.
  • Monitoring, backup, rollback and tester support are operational.
  • The release and its player-data revision are identifiable and recoverable.

Delivery principles

01
Source-faithful experience

Characters, controls, world behaviour, interfaces, combat and progression are reconstructed from the available game evidence.

02
Authoritative rules

Important actions are validated consistently so every player observes the same result.

03
Safe progress

Character, item, currency and quest progress survives reconnects, maintenance and recoverable failures.

04
Careful content

Original game assets are not published here. Testers must use an authorised local installation.

05
Evidence first

A visible feature is not complete until its full interaction and recovery paths have been tested.

06
Bounded beta

A complete smaller experience is validated before the historical catalogue and new GENESIS content expand.

Scope held beyond the first closed beta

The first closed beta deliberately excludes unrestricted public registration, production-scale discovery, the complete historical map and quest catalogue, large-scale Ashram warfare, premium billing, private shops, and the full mount and pet catalogue. New GENESIS regions, mobile releases and optional systems will expand only after the bounded beta route is stable.

Public roadmap updates

  • Completed tasks require recorded test evidence.
  • Failed requirements remain visible until corrected.
  • New source discoveries may change scope before implementation begins.
  • Updates will not expose private infrastructure, account details, internal implementation names or original asset contents.
  • Closed-beta dates will be announced only after the entry requirements are met.