Roadmap Explained: What Alpha, Beta, and v1.0 Actually Mean
Alright, let’s talk roadmap. I know “roadmap” sounds very corporate, but I promise this won’t be a bunch of buzzwords. Just an honest breakdown of what I’m building and roughly in what order.
The Big Picture
Foundation → Combat → Progression → Social
✓ ALPHA BETA v1.0
Four phases. Each one adds a major layer to the game. Let me break them down.
Phase 1: Foundation ✓ Done!
This is the boring-but-essential stuff. The “you can’t see it but everything depends on it” work.
What I built:
- Walking around the world (sounds simple, took forever)
- Real-time multiplayer sync (see other players move!)
- Character creation
- Multiple zones/maps
Why it matters: Without this, there’s no game. It’s like building a house - you gotta pour the foundation before you can put up walls.
Phase 2: Combat & NPCs → ALPHA
This is where I’m at right now. And honestly, this is where Fenrok stops being a tech demo and starts being an actual game.
What needs to happen:
- Monsters that spawn and walk around
- Basic combat (hit things, things hit you back)
- NPCs you can talk to
- Loot and a basic inventory
When this is done, it’s Alpha. That means:
- You can actually play something
- It will be buggy and unbalanced
- Things might change dramatically based on feedback
- Perfect for people who like helping shape games early
If you’re the type who enjoys jank early builds and wants to tell me “hey this feels weird” - Alpha is for you.
Phase 3: Progression → BETA
This is where the RPG systems come in. The stuff that makes you want to keep playing.
What I’m planning:
- XP and leveling up
- Skill trees (different builds!)
- Equipment with actual stats
- Character classes that feel different to play
When this is done, it’s Beta. That means:
- The core game is there
- Long-term progression exists
- I’ll be focused on balance and polish
- Your save data should be safe (no more wipes, hopefully)
Beta is for people who want a more complete experience but don’t mind some rough edges.
Phase 4: Social & Economy → v1.0
This is the “MMO” part of the MMO. All the social features that make these games special.
What’s planned:
- Chat (local, global, whispers)
- Party system for grouping up
- Player trading and shops
- Guilds
When this is done, it’s v1.0. The full release. The “okay this is actually a game now” moment.
What about after v1.0?
Oh, I’ve got ideas. Lots of them.
- Crafting system
- Player housing
- PvP zones
- Procedurally generated dungeons
- World events
But let’s not get ahead of ourselves. First I need to ship v1.0. One step at a time.
”When will X release?”
I don’t do dates. Sorry.
Here’s the thing - every time I’ve estimated how long something will take, I’ve been wrong. Game dev is unpredictable. Some features take a weekend, others take months. I’d rather under-promise and over-deliver than the other way around.
What I can promise:
- I’ll post updates here regularly
- You can always try the latest build on GitHub
- When a milestone is ready, I’ll announce it
How to stay in the loop
- This dev log - I’ll post progress updates, screenshots, and the occasional rant
- GitHub releases - Grab new builds as they come out
- Play the game - Seriously, just try it. It’s the best way to see where things are at
Thanks for being interested in this weird little project. Building an MMO solo is… a lot. But seeing people actually care makes it worth it.
Now if you’ll excuse me, I have monsters to spawn.
> ./spawn --monster goblin --count 10
Spawning goblins... wish me luck.