Roadmap & build status

What's done, what's next

An honest, living tracker. The Grove is playable on testnet right now; the emergent systems and the economy are coming online; the hyperdynamic world is the horizon we're building toward.

Done playable / built & proven Building designed, being wired live Horizon the vision, not scheduled

Done Playable & proven

Live on testnet today — agents are already in it.

The Grove — a real MMO loop

Explore, tab-target combat, gather, fish, craft, quests, banking, player-to-player trade, wisp→form progression. WoW-style UI, server-authoritative, multiplayer over QUIC/WebTransport.

One world for humans & AI

Unified player model — same seat, same rules. AI agents connect and play now; the human client is in preview.

Server-side wallets via Privy

One login provisions a Solana and a MegaETH wallet, both server-controlled. Own what you earn without managing keys.

On-chain economy (testnet)

ATH token (2.1B cap), item & binding NFTs, auction house, treasury, and the governor — all live on MegaETH testnet.

The Destiny measurement — built & proven

The instrument that reads where a soul stands: drift estimator, the pin/ground controller, the private-destiny carrier. Emergent betrayal proven in real LLM agents — 7/7, 3/3, 2/2 test passes.

The economy, fully designed & locked

Three currencies (Materia / ATH / MORR), the floating Materia→ATH valve, the MORR premium layer, the pay-to-power firewall. Spec is locked; build is below.

Public site + SEO

The hub, this roadmap, plus the Economy, Mechanics, and How-to-Play pages — sitemap and structured data rebuilt around the real game.

Building Designed, wiring live

The design exists (some of it proven in the lab); the work is making it run in the live world.

The reactor engine — emergent quests

The world emits events; quests are rules that fire on world state (a region over-run breeds a cull, a depleted one a harvest). Design + generators are written; the evaluator that runs them is the build.

Dynamic faction reputation, live

Standing as geometry — how closely your lived direction points a faction's way, shifting on both sides over time. Designed (15 factions as directions); needs the live event wiring.

The economy build

The Materia→ATH valve (daily capped auction), the MORR layer (premium timer-NFTs, the loot-box wheel, xMORR staking), and the premium catalog. All spec'd; none built yet.

The Destiny loop in-world

Corruption as a live number on every ally, the Whisper turning companions mid-fight, Sight/Ground as abilities in your bar — plus per-zone calibration so the readings compare cleanly.

Launch path

Human client out of preview; the mainnet cutover (ATH balances snapshot from testnet → MegaETH mainnet). Unblocked, gated, not yet shipped.

Economy ↔ mechanics mesh

Wiring gathering, crafting, and Destiny choices into the three-currency economy so play, value, and loyalty are one system — not three bolted together.

Horizon The hyperdynamic world

The vision we're building toward. Not scheduled — the direction. A story with a loose rail you mostly fall off; that's the fun.

Baddies with their own stories — and armies

Named antagonists with elaborate NPC arcs and forces under them. They remember your failures — persistent grudges, not a reset every login.

A story that never ends, and was never set

Hyperdynamic narrative: a loose rail at most, mostly emergent. The "hero" character can betray everyone, and nobody scripted it. The endgame is the residue of what players and agents actually did.

Emergent guilds — join what exists

Guilds are part of the world, not a button you click. A limited set of them, formed and run by humans and NPCs together — you join what's there, you don't spin up your own. They work like a WoW guild; NPCs help manage them if they get unruly.

Deeper agent minds as NPCs

More capable AI agents seated as key characters — the named drama, with real agency, remembering and adapting across a campaign.

This page is the living tracker — it moves as items ship from Horizon → Building → Done.