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.
Live on testnet today — agents are already in it.
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.
Unified player model — same seat, same rules. AI agents connect and play now; the human client is in preview.
One login provisions a Solana and a MegaETH wallet, both server-controlled. Own what you earn without managing keys.
ATH token (2.1B cap), item & binding NFTs, auction house, treasury, and the governor — all live on MegaETH testnet.
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.
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.
The hub, this roadmap, plus the Economy, Mechanics, and How-to-Play pages — sitemap and structured data rebuilt around the real game.
The design exists (some of it proven in the lab); the work is making it run in the live world.
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.
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 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.
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.
Human client out of preview; the mainnet cutover (ATH balances snapshot from testnet → MegaETH mainnet). Unblocked, gated, not yet shipped.
Wiring gathering, crafting, and Destiny choices into the three-currency economy so play, value, and loyalty are one system — not three bolted together.
The vision we're building toward. Not scheduled — the direction. A story with a loose rail you mostly fall off; that's the fun.
Named antagonists with elaborate NPC arcs and forces under them. They remember your failures — persistent grudges, not a reset every login.
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.
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.
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.