
JOBS + SUB-JOBS
Knight, Archer, Mage, Priest, Thief, Grappler, and Merchant form the foundation. Advanced jobs and one active sub-job let each character specialize without erasing their history.
SYNERGY BY DESIGN
Skills are built for interaction: place a lingering ground effect, then use another job to push or pull units through it. Positioning, resource use, strengths, and vulnerabilities all matter.
EXPERIMENT WITHOUT GRIND
Allocatable experience and flexible party development are intended to make new builds practical to try, so mastery expands your options instead of locking you into one path.
A PLAYER-DIRECTED EXPEDITION
TOWNS + GUILDS
Prepare, recruit, trade, and choose quests.
WILDS + DUNGEONS
Travel on foot and decide which fights to take.
GATHER + CRAFT
Turn discoveries and monster drops into preparation.
OPTIONAL STORIES
Follow independent quest lines in any order.
COMPLETED FOUNDATIONS
Positioning, turn order, flank and rear bonuses
Base implementation of jobs and sub-jobs
Overworld generation tools
Gathering nodes
One dungeon and one plains map
CURRENTLY BUILDING
Advanced jobs, skills and animations
The first accessible town and demo loop
Elevation and terrain interactions
Interface and presentation polish
More areas, encounters and discoveries