YVALDIS
V · Production

Roadmap

Document 06 · 4 min read

Each phase only starts when the previous one meets its exit criteria.

Phase 0 — Pre-production (now, no code)

  • Extraction of references and initial art direction (01, 02).
  • Sketch of design, world and technology (03, 04, 05).
  • Answers to the questions in 07 (scope, platform, monetization, team).
  • Own mood board and day and night concepts (no AI frames).
  • One-page vision document, to show to partners.

Exit: vision approved, prototype scope closed.

Phase 1 — Proof of concept: a small city (owner's decision)

Split into two stages, so the scope fits 1–3 people and 3–6 months (05).

Phase 1A — Combat and light

  • One small village (~10 buildings, all enterable) with surroundings of ~500×500 m, assets modeled by the agent in Blender (see 12), with the full day cycle (five times of day) and rain.
  • The basics to test: walking, entering buildings, one class with 6 skills, 2–3 enemy types in the surroundings, loot with affixes and the lantern.
  • Physical interaction designed for VR (doors, items, harvesting), even when playing on PC (see 03).
  • No network, or at most 2–4 players on a local test server.

1A exit (with metrics):

  • Death rate per horde encounter (goal to be set in the test: low, weak hordes do not kill an attentive player);
  • Time to kill a group of 20 weak enemies and one elite;
  • % of players who say the fight was readable (goal: clear majority, ≥ 80% to be confirmed);
  • Dropout rate during and right after the combat test;
  • the scene runs at 60 fps on a mid-range GPU in the full PC profile, at all times of day and with rain, and 90 fps in the reduced VR profile (budget defined from here);
  • hordes of weak enemies only, parry only on elites and bosses (17); VR comfort profile tested (03).

Phase 1B — Local economy

  • One NPC shop, one vegetable garden (plant → harvest → cook → sell) and one gathering profession, all against NPCs, with no other player.
  • Player shop only in Phase 2, when there is a network and 2+ players.

1B exit: the plant → cook → sell cycle is understood and fun without a long tutorial.

Phase 2 — Multiplayer vertical slice (6–9 months)

  • The same area with 10–20 concurrent players on an authoritative server.
  • Two classes, one short dungeon for a group of 5, one village with NPCs, quests and selling.

Exit: a group of 5 completes the dungeon without noticeable desync; server cost per player estimated.

Phase 3 — Closed alpha (12–18 months)

  • Alpha = the 4×4 km block (~16 km²) around Lumen (25): two regions (Vale de Lumen (Lumen Valley) and Bosque Alto (High Grove)) and the settlements of 20 §5 (Lumen, Espelho (Mirror), Galho-Velho (Old Branch), Ramalta (High Branch)), the contested zone Mina Velha (Old Mine) (6 concessions), four classes, the block's dungeons (Catacumbas de Lumen (Lumen Catacombs) and Raízes Ocas (Hollow Roots); the Costa das Marés (Tide Coast) and its two dungeons enter at launch, 29), all buildings enterable in those settlements. Magic and alchemy with a closed subset (see 18 and 22); the rest comes in updates.
  • Professions, player shops (the player shop debuts in Phase 2), housing, land mounts and central market, with the economy running on test currency, no real money.
  • Weather per region, dynamic world events, moon phases and the first seasonal festival.

Exit: acceptable 7-day retention in a closed test group; the simulation and alpha data show a stable economy (prices without continuous decline, sinks absorbing production).

Phase 4 — Economy with real value (only after the alpha)

  • Legal opinion on token and NFTs (Brazil, US and EU/MiCA), company incorporated, KYC. All of this before any beta with a real token or withdrawal; airdrop only afterwards (see 14 §9). No token sale before the legal opinion.
  • Non-custodial wallet and on/off-ramp through a licensed partner; only verified 18+ in the economy features.
  • Own token already decided (00 #10); only the network remains to be chosen.
  • Official market with tier 2 assets and withdrawal to real money, first in a limited beta.

Exit: one quarter of beta with real money without relevant fraud and with the players' earnings (a small, variable extra) coming from purchases between players and from buyback, not from issuance.

Afterwards

Official launch = Chapter 1, the Realm of Lumen (~64 km²; Vale de Lumen, Bosque Alto, Costa das Marés and Mina Velha, 4 dungeons and 3 world bosses, 29). After that, one chapter every 6–9 months, with new lands and plots; see 25.

Complete world (1,120 km², 4 layers, 18 dungeons, 4 raids, boats, see 20): it is a long-term vision, opened in phases according to population, and is not part of the launch.