Roadmap
Our development plan from the first playtest to full release. Subject to change as the project evolves.
Pre-Alpha
Core systems proven in a controlled environment. Small group testing.
Dynamic Growth System
CompleteMove growth out of debug-only testing and make it happen naturally through time, eating, drinking, reward and penalty modifiers, and per-dinosaur growth multipliers.
Drinkable Water
CompleteAdd water sources that restore thirst when dinosaurs drink from them. This should support rivers, ponds, lakes, and watering holes.
Single Player Survival Loop
In ProgressBuild the full core gameplay loop in single player first. Players should be able to spawn, move, eat, drink, grow, fight, die, leave a corpse, and return to character selection.
Shared Dinosaur Base System
In ProgressBuild one reusable dinosaur framework that handles health, stamina, hunger, thirst, growth, weight, movement, diet, attacks, death, corpse data, and state handling for every playable dinosaur.
Weight-Based Stat System
In ProgressUse weight as the core balancing value for damage, movement, stamina drain, knockback, corpse meat amount, dragging, pinning, water behavior, and growth scaling.
Carnivore Feeding
In ProgressAllow carnivores to eat from corpses. Corpses should lose available meat as they are eaten and eventually disappear through decay or full consumption.
Basic Combat Feel
In ProgressMake one primary attack feel responsive, readable, and impactful. Add stamina cost, cooldowns, hit reactions, sound feedback, and camera shake before adding more attacks.
Main Menu and Character Selection
In ProgressConnect the main menu buttons, character selection screen, spawn flow, and death return flow so testers can play without developer tools.
Skin and Cosmetic System
In ProgressAdd zone-based color customization, patterns, unlockable skins, rare variants, event skins, nesting inheritance support, and server-side validation.
Herbivore Food Sources
PlannedAdd edible plants, bushes, grazing zones, or other world food sources for herbivores. These should restore hunger and support future food quality systems.
Death and Respawn Flow
PlannedWhen a player dies, trigger a death state, show a death screen, return the player to character selection, and leave a corpse behind in the world.
Corpse Decay System
PlannedDead bodies should track available meat, eaten amount, spoilage, and decay time. They should disappear when fully eaten or when decay finishes.
State Machine Cleanup
PlannedFix cases where dinosaurs get stuck in attacking, eating, drinking, resting, death, swimming, or movement states. Stable state transitions are required before multiplayer.
Pinning System
PlannedPrototype bipedal dinosaur pinning using weight difference, distance checks, and escape logic. Keep this simple until the math and gameplay feel are proven.
Placeholder Audio Pass
PlannedWire temporary footsteps, attacks, hurt sounds, idle calls, eating, drinking, death sounds, and menu audio. Clearly track all placeholder audio so it can be replaced later.
Basic AI Prototype
PlannedAdd simple AI that can wander, eat, drink, flee, chase, attack, die, and leave corpses. Use this only to prove the survival loop and world feel.
AI Distance Optimization
PlannedUse low-cost simulation for far AI, simple decision-making for medium-range AI, and detailed Behavior Tree logic only for close-range or combat AI.
Core Single Player Dinosaurs
PlannedFocus on Ceratosaurus, Tenontosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Edmontosaurus, Styracosaurus and Thalassodromeus if flight is ready.
Private Single Player Test Build
PlannedPre-Alpha is complete when at least five dinosaurs are playable, the survival loop works, corpses function, basic AI exists, and testers can give feedback on gameplay feel, animations, audio, controls, and performance.
Player Persistence
PlannedSave and load each player's dinosaur species, growth, health, hunger, thirst, location, and death state so players can leave and return without breaking progress.
Alpha
Expanded testing with more players. Balancing and stability work.
Territory Zone Framework
PlannedAdd basic territory zones that can detect players, AI, food, and water. These zones should later affect growth, resources, AI spawning, nesting, and migration.
Initial Multiplayer Dinosaurs
PlannedTarget 8 to 10 playable dinosaurs including Ceratosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Tenontosaurus, Edmontosaurus, Styracosaurus, Iguanadon, one semi-aquatic carnivore, and Thalassodromeus if flight is stable.
Closed Multiplayer Test
PlannedAlpha is complete when 20 or more players can test together with stable spawning, movement, combat, growth, death, corpses, persistence, admin tools, basic AI, and early territory zones.
Dedicated Server Build
PlannedCreate a stable dedicated server build that allows multiple players to connect, spawn, move, survive, fight, die, and respawn together.
Server-Authoritative Gameplay
PlannedImportant gameplay values such as health, damage, stamina, hunger, thirst, growth, death, corpses, and food should be controlled by the server, not trusted from the client.
Multiplayer Character Selection
PlannedPlayers should be able to select a dinosaur, spawn into the server, and have their chosen species, stats, and growth state replicate correctly.
Multiplayer Movement Replication
PlannedWalking, sprinting, resting, swimming, attacking, eating, drinking, dying, and growing should appear correctly to other players with minimal desync.
Multiplayer Combat Replication
PlannedDamage, hit detection, attack cooldowns, stamina use, hit reactions, and death should be validated by the server and replicated clearly to all nearby players.
Server-Owned Corpses
PlannedCorpses should be spawned, tracked, eaten, decayed, and removed by the server. Multiple players eating from the same corpse should not duplicate meat value.
Multiplayer Growth System
PlannedGrowth should happen server-side and replicate to all players. Size, stats, and visual changes should update correctly as dinosaurs grow.
Admin Tools
PlannedAdd basic admin tools such as teleport, heal, grow, slay, respawn, locate player, view player list, and server announcements.
Limited Multiplayer AI
PlannedAdd controlled AI to multiplayer servers while heavily testing server performance, perception cost, pathfinding, tick rate, and corpse generation.
Beta
Networked multiplayer testing. Server stress, anti-cheat, moderation.
Public Survival Experience
PlannedTurn the game from a test build into a real public survival game where players can join, survive, grow, fight, explore, and understand the basics without developer help.
UI and Settings Polish
PlannedPolish the main menu, character selection, death screen, status UI, graphics settings, audio settings, controls, keybinds, and basic accessibility options.
New Player Onboarding
PlannedAdd basic tutorial prompts and readable UI so players understand eating, drinking, growth, scent, combat, death, and survival without Discord hand-holding.
First Full Release Dinosaurs
PlannedTarget 12 to 16 polished dinosaurs across carnivores, herbivores, fliers, and limited semi-aquatics. Priority candidates include Ceratosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Carnotaurus, Baryonyx, Suchomimus, Tenontosaurus, Edmontosaurus, Chasmosaurus, Styracosaurus, Iguanodon, Padillasaurus, Thalassodromeus, and one heavy defensive herbivore if ready.
Polished Survival Loop
PlannedHunger, thirst, growth, food, water, stamina, death, corpses, and respawning should feel complete, readable, and balanced enough for public testing.
Combat Polish Pass
PlannedImprove hit detection, impact feedback, stamina costs, attack timing, injury effects, and balance. Add alternate attacks where animations and design support them.
Territory System V1
PlannedTerritory should affect gameplay through region identity, food quality, water value, AI density, growth modifiers, nesting potential, and migration relevance.
Diet Quality System
PlannedAdd meaningful food preferences and diet quality so eating the right food improves growth and poor diet slows progression without making the game miserable.
AI Ecosystem v1
PlannedAdd world-supporting AI such as prey animals, ambient life, fish, limited predators, and territory-influenced spawns while keeping server performance stable.
Original Audio Replacement
PlannedReplace temporary audio with original vocals, footsteps, attacks, pain sounds, death sounds, ambience, UI sounds, and species-specific sound identity.
Public Server Readiness
PlannedAdd logging, crash tracking, moderation tools, server settings, admin commands, player support tools, and enough stability for public play sessions.
First Full Public Release
PlannedBeta is complete when the game has stable multiplayer, 12 to 16 playable dinosaurs, polished survival systems, territory gameplay, AI support, original audio, readable UI, admin tools, and enough repeatable content for public play.
Future
Content and features planned beyond initial release.
Full Aquatic Gameplay
PlannedAdd true aquatic survival with oxygen, diving, swimming combat, underwater food, aquatic AI, aquatic corpses, shoreline ambushes, and marine predators.
Advanced Territory System
PlannedExpand territory into claiming, scent marking, dominance pressure, group presence, nesting value, resource depletion, conflict zones, and long-term region identity.
Migration System
PlannedAdd moving resource zones, food quality shifts, migration rewards, herd movement incentives, predator attraction, seasonal routes, and AI migration behavior.
Full Nesting System
PlannedAdd courtship, nesting, eggs, hatchlings, parent tracking, inherited traits, skin inheritance, nest defense, and juvenile family gameplay.
Advanced Injury System
PlannedAdd bleeding, fractures, limping, visible wounds, scar progression, healing behavior, rest recovery, and weight-based injury resistance.
Weather and Seasons
PlannedAdd rain, fog, storms, droughts, heat, seasonal food changes, water changes, visibility effects, scent changes, and migration pressure.
Expanded AI Ecosystem
PlannedAdd herd behavior, predator packs, scavengers, fish schools, flying AI, territory-aware AI, migration-aware AI, and long-distance stat simulation.
Apex and Giant Dinosaur Expansion
PlannedAdd high-complexity dinosaurs such as Tyrannosaurus, Spinosaurus, Argentinosaurus, Hatzegopteryx, Mosasaurus, Megalodon, Deinosuchus, and other specialty animals after the core game is stable.
Living Island Ecosystem
PlannedGrow Isla Prima into a dynamic ecosystem where territory, migration, AI, weather, nesting, food, water, combat, and player behavior all shape the island over time.
