Persistent multiplayer world
Server-side characters, chunks, world state, resource evolution, and long-running processes.
Grimhold moves quickly and priorities change when playtesting exposes something more important. This roadmap shows sequence and intent, not promised dates.
Major systems that exist today and are ready to be tested, tuned, or expanded.
Server-side characters, chunks, world state, resource evolution, and long-running processes.
Harvesting, primitive tools, crafting, workstations, cooking, quality, containers, and metal progression.
Construction, enclosed buildings, multiple floors, stairs, doors, fences, gates, and permission-based land claims.
Cooking vessels, fishable water bodies, bait and hooks, tilling, planting, and crop progression.
Wildlife, taming, feeding foundations, breeding groundwork, rideable horses, and vehicles.
Large overworld, hydrology, biomes, resource placement, oceans, and procedurally generated underground layers.
The immediate goal is to make the existing game easy to obtain, trustworthy to install, and useful to test.
Public site, gallery, roadmap, development history, download instructions, release hashes, and a cleaner path into the game.
Run the full survival path with fresh players and identify confusing recipes, dead ends, pacing problems, and missing explanations.
Improve shoreline and water geometry, continue server-side generation work, and benchmark finer hydrology sampling.
Fix blockers discovered through testing before adding another large layer of complexity.
Tools and systems that reduce the cost of changing a live world and adding new content.
Use compact snapshots so the editor does not need to enumerate tens of thousands of chunk files before becoming useful.
Regenerate selected regions instead of rebuilding an entire world when the underlying rules did not materially change.
Bring controlled server snapshots into the editor, make bounded changes, and safely publish them back to the live world.
Expand the Grimhold settlement concept, NPC activity, quests, and reasons for players to interact with established places.
Longer-term directions that become practical after the core play experience proves itself.
Add new canonical lands as separate server worlds rather than forcing every future biome and culture into one map.
Deep travel, ocean encounters, larger marine life, and meaningful reasons to cross the water between lands.
Increase movement animation and visual variety once the asset-production pipeline can support the much larger workload.
Create a controlled way for players and artists to contribute assets or content without fragmenting the game into incompatible forks.