// Roadmap
What is playable now, what is being worked on, and what is planned but not started. For what has already shipped, see Patch Notes.
Status key:
What exists today.
| System | What's In The Game |
|---|---|
| The Descent | 40 floors of seeded, regenerating dungeon. Rest hubs every 5 floors, maps that widen with depth, and hazards: the Boulding Ball, pits, cracked floors, treasure chests, and mimics. |
| Combat | Server-authoritative turn-based combat with chained encounters, fleeing, and persuasion. Co-op parties of up to 4 fight in a shared battle. |
| Skills & AP | Skill points on every level-up, five base skills for The Tarded Warrior, Action Points that scale with Speed, cooldowns, and a respec. |
| Gear | 10 weapons, 12 armors, 13 rings, 13 consumables, and 8 gemstone types. Enhancement up to +9, gemstone socketing at Erok's Forge, and crafting recipes. |
| Economy | The Merchant, the Gambler's four games, and a player-to-player Market where you set your own prices. |
| Progression | Levels 1–69, 56 quests, companions that level and carry traits, elite enemy variants, and stat allocation with a full reset. |
| Social | Global chat, a friends list, shared rest-floor shards, and the Vampire Raid for groups of up to 8. (Party chat is broken — see below.) |
Being worked on now.
IN PROGRESS — Prestige is disabled while it is rebuilt. The target is a repeatable endgame loop: reset the run, keep a permanent account-wide bonus.
IN PROGRESS — Party chat is broken. This is a bug, not a design choice. Fixing delivery, and restricting party channels to party members.
IN PROGRESS — The Market has no guardrails and will need them as the population grows.
IN PROGRESS — Double or Nothing pays out more than it takes and has no play cap, so it is uncapped profit. The target is a negative or neutral expected return.
IN PROGRESS — Every advertised item obtainable, and every number written in-game accurate.
IN PROGRESS — Cleanup for parties, raids, and reconnects. Disconnecting mid-raid should not return you to a dead arena.
Designed, not started. Furthest out, most likely to change.
PLANNED — Every character is The Tarded Warrior permanently. The target is branching class paths at higher levels, each with its own skills and eventually its own class resource.
PLANNED — Every combat floor draws from the same enemy pool and there are no floor bosses. The target is milestone encounters, and loot that scales with depth instead of rolling the same on Floor 1 and Floor 39.
PLANNED — Combat healing only works on yourself. The target is ally healing and reviving a downed party member mid-fight.
PLANNED — World events that affect everyone on a floor: meteor strikes, a robbed merchant, an alchemist discount.
PLANNED — The Market is fixed-price only. The target is on-floor player-to-player trading and an auction house with bids.
Not designed, not scheduled, not on the board.
This page changes based on what testers run into. If a priority is wrong, or something obvious is missing, say so.
Report bugs or suggest features from the Account page (log in → Feedback / Bug Report), or email vocapepper@outlook.com.