The Warded March
Roadmap

Built so it is always playable

Each phase leaves a game you could hand to someone. Built zone-by-zone instead, there would be nothing playable until the very end — which is how most projects this size quietly die.

  1. Aldermoordone

    The capital. Three outdoor maps and four interiors — bank, inn, vendor, three class trainers, a respawn point. No combat inside the walls.

  2. Greenmarch and the first stonedone

    Five outdoor maps plus the cellar. Four mob types, three gathering nodes, four quests, one named boar, and the tutorial that runs on first login.

  3. The systems passnow

    Experience curve, every variable, both crafting professions and the reputation bands — set before a second zone exists, so everything after is content work rather than systems work.

  4. The Causeway and Fen Landingplanned

    Five maps plus the longhouse, the first outpost, and the Fenmother's timer as a rehearsal for the world boss.

  5. Emberhollow and instancesplanned

    Two surface maps, three open cave maps, three instanced. The first party dungeon.

  6. The Ashen Stepsplanned

    Five maps plus the barracks. Elite mobs, the reputation vendor, and the payoff to the Thistlewood bandit thread.

  7. The Riven Stoneplanned

    Three outdoor maps, two instanced, one world boss on a three-hour timer. The final chapter, and the hook for whatever comes after.

The honest bit

What gets cut first

If this turns out to be more than one person can carry, the cut is the Ashen Steps: end at level 34 and move the Riven Stone forward. Six well-populated zones is a game. Seven half-built ones is a project people stop logging into.