Language: English
Supporter account

My roadmap for Orvaldar

Game milestones

10 %

10 %

1 of 10 public game milestones delivered.

Equal milestone count, not a measure of work or finished-game percentage. As of 2026-10-10.

Roadmap

I’m building Orvaldar on my own. This roadmap connects the game I imagine with the pieces you can actually play. It is a direction, not a release calendar.

The percentage counts ten equally weighted game milestones: each delivered milestone contributes 10 points. A milestone counts only after independent review, testing and public playable delivery. It does not estimate hours, cost or how close the full game is to release. A walking prototype and a living world take very different amounts of work. Website, payment and administration tasks never raise this number.

The early C garden preview is playable, but the broader C foundation and garden milestones are not yet complete. Progress stays at 1 of 10 delivered milestones (10%); a new prototype does not automatically complete a milestone.

  1. First steps

    Playable now

    Walk through the early C garden preview.

  2. My C engine

    Implemented components, under review

    Pure C runtime, world foundations and rendering; the early browser preview is playable while the broader foundation remains under review.

  3. A garden to explore

    In progress

    A first coherent scene in the new engine, with characters, dialogue and comfortable controls.

  4. Village life and livelihoods

    Planned

    People with routines, work, trade and an economy affected by what happens around it.

  5. Seasons and a lasting world

    Planned

    Weather, crops, time and saved consequences that make returning meaningful.

  6. Stories you find yourself

    Planned

    Optional connected quests: mysteries, a heist, escape and choices with consequences.

  7. Chess-like tactical combat

    Planned

    Turn-based hex battles with position, initiative and a nearby ally.

  8. The first tower expedition

    Planned

    Three prototype floors, danger, retreat and discoveries worth bringing home.

  9. Beyond the first region

    Planned

    More places and a growing world; Valdreth’s planned 1,000 floors are a long-term ambition.

  10. Ready for release

    Planned

    A coherent, tested game, readable art and interface, translations and actual device validation for each supported platform.

The first slice starts small: one settlement, forest and swamp routes, optional intertwined quests and three prototype tower floors. The wider world and the ambition of 1,000 floors belong to later expansion. “Boundless” describes my ambition for a world that can grow, not an infinite world available today.

I’ll update the evidence and this roadmap when a playable milestone is delivered. Scope may change as I learn; there is no announced release date.

Try the current prototype Follow my progress