A living project
The ground shipped.
The work continues.
Completed iterations are part of the history. Terrain, materials, the launcher and the experience continue to evolve.
game / foundation
8 records · 8 completed iterationssprint-1.1The toolchainshippedHistorical evidence
Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.1
sprint-1.2The menushippedHistorical evidence
The client reaches the main menu.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.2
sprint-1.3The dedicated servershippedHistorical evidence
It loads SUBSTELLAR. It does not load Iris or Sodium.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.3
sprint-1.4The probeshippedHistorical evidence
Two seeds, a reload, and a recorded chunk time.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.4
sprint-2.1The columnshippedHistorical evidence
Y=-352 through Y=319, sea level 63.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.1
sprint-2.2The familiar surfaceshippedHistorical evidence
Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.2
sprint-2.3Saved groundshippedHistorical evidence
Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.3
sprint-2.4The other presetsshippedHistorical evidence
large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.4
game / earth
38 records · 35 completed iterationssprint-3.1Three stonesshippedHistorical evidence
Tuff, then dripstone block, then polished deepslate.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.1
sprint-3.2The light bandshippedHistorical evidence
Calcite, diorite, and andesite, 4 to 8 blocks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.2
sprint-3.3The dark bandshippedHistorical evidence
Obsidian and crying obsidian, 4 to 8 blocks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.3
sprint-3.4A warped ceilingshippedHistorical evidence
A biome can cross a band.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.4
sprint-3.5Empty bandsshippedHistorical evidence
The light band, the dark band, and the magma band have none of the chart.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.5
sprint-4.1TunnelsshippedHistorical evidence
Cracks and tunnels run through every deep band.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.1
sprint-4.2RoomsshippedHistorical evidence
Shafts, caverns, and one rare large chamber sit on those tunnels.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.2
sprint-4.3Tighter with depthshippedHistorical evidence
Deepwilds is the most open. The Abyss is the tightest of the three.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.3
sprint-4.4No lava seashippedHistorical evidence
Lava is the thin band under Y=-208 and the vent pockets.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.4
sprint-4.5Solid bandsshippedHistorical evidence
The crust shelves are not carved through.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.5
sprint-4.6The surface staysshippedHistorical evidence
The extra caves start under the strata ceiling.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.6
sprint-5.1Fifteen biomesshippedHistorical evidence
Three in the Deepwilds, three in the Underreach, three in the Abyss.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.1
sprint-5.2The one groveshippedHistorical evidence
Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.2
sprint-5.3Rivers and lakesshippedHistorical evidence
Water, and only in those masks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.3
sprint-5.4Vent pocketsshippedHistorical evidence
Magma vents are pockets, not a layer.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.4
sprint-5.5Two rooms a depthshippedHistorical evidence
Each of the three depths has two small loot rooms.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.5
sprint-5.6One vanilla accentshippedHistorical evidence
Each biome keeps one vanilla ore accent.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.6
sprint-6.1Rare, in that stoneshippedHistorical evidence
One place can generate in any of the five depths, in that depth's stone.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.1
sprint-6.2Rooms, a path, a light, one chestshippedHistorical evidence
The chest is substellar:chests/settlement.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.2
sprint-6.3No new creaturesshippedHistorical evidence
No spawners and no new mobs.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.3
sprint-6.4The small rooms stayshippedHistorical evidence
The loot rooms are not the settlement.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.4
sprint-7.1Mantle biomesshippedHistorical evidence
Basalt seams, cinder pockets, and the closed foundry.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.1
sprint-7.2Core biomesshippedHistorical evidence
Pale galleries, bright cracks, and the still heart.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.2
sprint-7.3The magma bandshippedHistorical evidence
Four to eight blocks around Y=-300.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.3
sprint-7.4Tighter cracksshippedHistorical evidence
The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.4
sprint-7.5Rooms there tooshippedHistorical evidence
Two small rooms each, and the settlement can stand in that stone.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.5
sprint-7.6Draconium in the quartzshippedHistorical evidence
Only in the Core. The Mantle has none.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.6
sprint-10.1Ledges in uncut groundshippedHistorical evidence
A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.1
sprint-10.2Vertical routesshippedHistorical evidence
Sparse wandering routes beside ledges in the three upper depths; bounded collision and native checks passed. Aligned approaches preserve solid bands for mining. No lava sea. Expanded QA is deferred.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.2
sprint-10.3Chambers, arches, and pillarsshippedHistorical evidence
Supported forms in each upper depth, narrow basalt fault ledges/ribs in the Mantle, and rare compact quartz galleries/buttresses in the Core. A Core contour repair passed local fresh functional and native checks; Final automated package gates are tracked separately.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.3
sprint-10.4Springs and basinsshippedHistorical evidence
Shared upper-depth source/channel/fall/basin masks passed the fresh check and user inspection with accepted limitations. First-bank walkability, steep basin walls and broad water sheets are follow-up work in PHASE10_BACKLOG.md.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.4
sprint-10.5Wet stoneshippedHistorical evidence
Automated fresh check passed; manual inspection deferred. Bounded existing ore-compatible materials beside intended rivers, lakes and springs.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.5
sprint-10.6A change of placeshippedHistorical evidence
Regional/detail patches passed the automated fresh check; manual appearance inspection deferred. Strata that read as geology across a band, not a recolor.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.6
sprint-10.7Mineral clusteringshippedHistorical evidence
Smaller attempt counts and larger configured deposits passed the automated check; wider balance/appearance QA deferred. A picture of the chart. The chart and the depths stay.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.7
sprint-10.8The look on that groundshippedHistorical evidence
Existing mineral colors are embedded in stone-faced cube models; static checks passed, runtime visual inspection deferred. Shader-off terrain/readability and targeted custom-ore appearance. Shader tuning, Complementary-based ambient cave visibility and dedicated oil sprites are backlogged. No shader-on/profile comparison or new custom lighting is required. Quartz and draconium do not emit light.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.8
backlog-spring-bank-walkabilitySpring bank walkabilitydeferredUnverified
User manual inspection of Springs at 181.5,-142,56.5 could not walk along the first bank; no generally blocked movement was reported. The user explicitly deferred repair. Fresh static footing counts did not establish a connected walking route.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- In a disposable copy, trace an actual continuous dry walking path from source to basin; repair step heights, connections and clearance locally, then walk it in game.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-bank-walkability
backlog-spring-basin-shapeSpring basin shapedeferredUnverified
Underreach screenshots 2026-10-05_16.43.52/.55 show a very steep, tall-sided basin with abrupt edges rather than a gently connected shore. This is a visual observation, not proof of unsupported blocks. User authorized deferring screenshot findings.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Inspect side profiles and actual support blocks; retune local basin shoulders/shore access while preserving the solid bands, existing lake/oil and layer openness.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-basin-shape
backlog-spring-water-sheet-shapeSpring water sheet shapedeferredUnverified
Deepwilds screenshots 2026-10-05_16.44.40/.51 show broad stepped water sheets and abrupt wet/dry edges. One screenshot cannot distinguish generation from later fluid spread; exact cause is unverified. Deferred with existing fluid/fidelity work.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Compare initial generated masks with ordinary ticking at the same source; improve localized falls/channels and dry bypasses without flooding entire layers.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-water-sheet-shape
game / materials
8 records · 5 completed iterationssprint-8.1The named blocksshippedHistorical evidence
One block per mineral, generated in that depth's stone.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.1
sprint-8.2Deepwilds and UnderreachshippedHistorical evidence
Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.2
sprint-8.3The Abyss threeshippedHistorical evidence
Osmium, uranium, and cinnabar.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.3
sprint-8.4Salt and oilshippedHistorical evidence
Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.4
sprint-8.5No toolsshippedHistorical evidence
No tools, armor, or machines.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.5
backlog-mineral-balance-and-geology-coverageMineral balance and geology coveragedeferredUnverified
Geology/Clusters reuse one nine-chunk normal seed1 sample. This does not establish global palette coverage, exposure/spacing, or a representative yield envelope.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up multiple regions/seeds and compare host-normalized yields, connected deposits and wall exposure without changing the ore chart.
- Evidence
- docs/PHASE10_BACKLOG.md#mineral-balance-and-geology-coverage
backlog-advanced-material-effectsAdvanced material effectsdeferredUnverified
Current scope is shader-off targeted custom-ore appearance. Broad relief/PBR, custom mappings and shader-dependent effects are deferred.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Source-supported options and visible benefits within the user's currently authorized client scope.
- Evidence
- docs/PHASE10_BACKLOG.md#advanced-material-effects
backlog-oil-spritesOil spritesdeferredUnverified
The current oil fluid renderer uses tinted vanilla water sprites. On 5 October 2026 the user explicitly deferred dedicated oil sprites for this build; current appearance/mechanics remain.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Add dedicated still/flow sprites through the existing NeoForge fluid-model registration, then inspect sides, underwater views, reload and shader-off readability without changing fluid behavior.
- Evidence
- docs/PHASE10_BACKLOG.md#oil-sprites
game / visual
6 records · 4 completed iterationssprint-9.1A separate clientshippedHistorical evidence
Iris 1.11.4 and Sodium 0.9.2 live in run-look.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.1
sprint-9.2The picture stays upshippedHistorical evidence
Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.2
sprint-9.3Two profilesshippedHistorical evidence
A playable profile and a heavier reference profile, on the same world.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.3
sprint-9.4The server stays plainshippedHistorical evidence
The dedicated server does not load Iris or Sodium. The picture is accepted for now.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.4
backlog-shader-tuningShader tuningdeferredUnverified
The user disabled Iris and active shader packs entirely in development, releases and future builds until an explicit request reenables them. Shader-on C and playable/reference comparisons, Complementary tuning and shader-based ambient cave visibility are deferred. Sodium may remain.
- Project / area
- game / visual
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Only after an explicit user request to enable the shader mod: review source-supported compatibility and visual tuning. No automatic reenable or alternate custom lighting is authorized.
- Evidence
- docs/PHASE10_BACKLOG.md#shader-tuning
backlog-illustration-fidelityIllustration fidelitydeferredUnverified
All 27 scenes guide biome forms and mood, rather than exact terrain reconstruction. Cyan subjects and inherited pale clusters establish no new mechanics.
- Project / area
- game / visual
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Recorded gameplay comparisons; separate geometry, materials and light, then propose specific worthwhile additions.
- Evidence
- docs/PHASE10_BACKLOG.md#illustration-fidelity
game / progression
10 records · 0 completed iterationssprint-11.1SmeltnextUnverified
Turn the chart into metal.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Implement Smelt only after a separately approved gameplay plan.
- Evidence
- docs/ROADMAP.md#sprint-11.1
sprint-11.2AlloyplannedUnverified
Combine what the depths give. No alloy list until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.2
sprint-11.3PackplannedUnverified
Carry what you smelted.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.3
sprint-11.4EngineeringplannedUnverified
Machines after the pack.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.4
sprint-11.5One shipplannedUnverified
A single ship after the engineering.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.5
sprint-12.1The MoonplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.1
sprint-12.2MarsplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.2
sprint-12.3The Jupiter systemplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.3
sprint-12.4PlutoplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.4
sprint-12.5An unrevealed starplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.5
game / verification
12 records · 0 completed iterationsbacklog-manual-game-inspectionsManual game inspectionsdeferredUnverified
User deferred all remaining hands-on game checks: checkpoint/custom-ore views, client menu/gameplay, teleports/screenshots and dedicated join/rejoin. Final-source outcomes are NOT_RUN.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up: inspect exact shipped client and representative terrain/material scenes, perform actual join/disconnect/rejoin, record images/logs. Do not request this for v0.5.0.
- Evidence
- docs/PHASE10_BACKLOG.md#manual-game-inspections
backlog-expanded-worldgen-qaExpanded worldgen qadeferredUnverified
The user capped each remaining generator checkpoint at one fresh functional check and one short native inspection. The final expanded matrix is NOT_RUN; earlier results retain their original scope/outcome.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- After release, run seeds 1/2, alternate order, negative coordinates, all presets, natural structures/chests and saved FULL chunks before ticking on an explicitly selected source.
- Evidence
- docs/PHASE10_BACKLOG.md#expanded-worldgen-qa
backlog-extended-native-qaExtended native qadeferredUnverified
Final owner/ordinary-admin and dedicated non-op/op repetitions, saved-player-state and wider reload scenarios are deferred. Earlier owner/bedrock and player-data repairs have local evidence. Minimum final gameplay and join/rejoin remain.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- After release, exercise the complete permission/save matrix in disposable copies, including bottom bedrock after radius 32.
- Evidence
- docs/PHASE10_BACKLOG.md#extended-native-qa
backlog-visual-matrixVisual matrixdeferredUnverified
Seven-scene and fifteen-biome final capture matrices and broad V01-V31 QA are deferred. Short native checkpoint observations and targeted custom-ore inspection remain, without claiming full visual acceptance.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Record final-source representative scenes and actual biomes with fixed settings; reconcile V01-V31. Shader work still requires explicit reenable authorization.
- Evidence
- docs/PHASE10_BACKLOG.md#visual-matrix
backlog-website-browser-matrixWebsite browser matrixdeferredUnverified
Three engines by four widths, broad keyboard/reduced-motion/no-JS/accessibility QA are deferred. Existing browser results are historical; final build/basic navigation/assets and publication identity remain.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Run all five routes across Chromium, Firefox and WebKit at 360/768/1440/2560, then keyboard, no-JS, reduced-motion and accessibility checks.
- Evidence
- docs/PHASE10_BACKLOG.md#website-browser-matrix
backlog-fluid-containmentFluid containmentdeferredUnverified
Historical ordinary-fluid runs leaked water/lava; stone banks retained 297 off-mask water and displaced three oil blocks. The later clay-bank/oil run preserved seed-1 sampled fluids.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Multiple seeds/regions, natural dripstone pools, existing/new masks and player water/lava, with before/after whole-column counts.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-containment
backlog-fluid-settlingFluid settlingdeferredUnverified
Bounded seed-1 windows reached 175/200 quiet ticks; wider coverage remains unmeasured.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Ticking readiness, actual elapsed game ticks, queue drainage and reload observations.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-settling
backlog-fluid-boundary-supportFluid boundary supportdeferredUnverified
Stone-bank diagnostics found 193 unsupported edges; later bounded clay observation had zero. Structure-reference coverage was incomplete.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Wider FULL-chunk halos, complete structure references, unsupported falling banks and partial-chunk save/reload.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-boundary-support
backlog-fluid-bucket-regressionsFluid bucket regressionsdeferredUnverified
Oil direct no-spread fixtures passed; broader incoming fluid and deliberate bucket/block edge cases remain incomplete.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Source/flowing pickup, placement, displacement and neighboring water/lava tests in disposable saves.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-bucket-regressions
backlog-generation-performanceGeneration performancedeferredUnverified
Historical later chunks exceeded two seconds; later optimized runs improved measured costs. Cold setup stays separate. Remaining benchmarks, chunk-cost profiling and performance-only optimization are skipped for this release.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up comparable source/seed/preset/order/hardware measurements and practical bottleneck profiling, after this release.
- Evidence
- docs/PHASE10_BACKLOG.md#generation-performance
backlog-rendering-performanceRendering performancedeferredUnverified
New terrain has no current settled frame-time acceptance. Remaining FPS/frame-time benchmarks and performance-only graphics refinement are skipped; V28 is deferred.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up seven recorded shader-off scenes at unchanged resolution/view distance after this release. Shader-profile benchmarks additionally require an explicit user request to enable the shader mod.
- Evidence
- docs/PHASE10_BACKLOG.md#rendering-performance
backlog-website-performanceWebsite performancedeferredUnverified
Remaining Lighthouse performance reruns and performance-only asset/byte-budget tuning are skipped. Existing performance results stay historical; responsive image loading, content and accessibility remain required.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up controlled mobile/desktop performance measurements and asset tuning, after this release.
- Evidence
- docs/PHASE10_BACKLOG.md#website-performance
game / website
2 records · 0 completed iterationswebsite-v060Flagship websitein progressUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. User narrowed the current delivery to the flagship website; startup and launcher/client integration are deferred.
- Project / area
- game / website
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Finish website content, commit the production snapshot, publish to Cloudflare Pages and verify production routes/assets.
- Evidence
- No completed verification claim.
publisher-v060Serialized planning publisherdeferredUnverified
Structured records and disabled serialized publisher implemented. Ten local contract checks passed. User explicitly chose to keep synchronization disabled for now; activation, launcher credential setup and authenticated synchronization checks are deferred and are not v0.6.0 release blockers.
- Project / area
- game / website
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Only after a future explicit activation request, configure a read-only launcher credential and verify authenticated two-repository publication. The lead publishes v0.6.0 manually.
- Evidence
- docs/planning/PUBLISHER.md · scripts/test_planning.py
game / startup
1 records · 0 completed iterationsstartup-v060Native Strata Spindle startupdeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / startup
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
game / release
2 records · 0 completed iterationspackage-v060Pinned launcher client assemblydeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / release
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
release-v060v0.6.0 release qualification and promotiondeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / release
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- website-v060 · startup-v060 · package-v060
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
launcher / launcher
8 records · 1 completed iterationsportable-010Launcher 0.1.0 draft kitshippedHistorical evidence
Exact source 2ed79f12913fc79e2d4f0fd539ead4bca90f1a2b and kit hash are recorded in RELEASE-0.1.0.md. Draft delivery is not full combined-game qualification.
- Project / area
- launcher / launcher
- Iteration
- 0.1.0
- Priority
- 1
- Dependencies
- None
- Next action
- Preserve pinned draft bytes and historical evidence.
- Evidence
- docs/RELEASE-0.1.0.md
combined-v060Combined game v0.6.0 package qualificationdeferredUnverified
Game-owned native startup/client assembly; executable remains unchanged. Current delivery is website only; this integration is deferred by the user.
- Project / area
- launcher / launcher
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
launcher-followup-9Game download/update/repair with authenticated metadata, resumable delivery and save preservationdeferredUnverified
Game download/update/repair with authenticated metadata, resumable delivery and save preservation.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-10Launcher self-update/recovery with a separate replacement process and rollbackdeferredUnverified
Launcher self-update/recovery with a separate replacement process and rollback.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-11Release channels and multiple game instancesdeferredUnverified
Release channels and multiple game instances.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-12True 3D flat moon, dynamic lighting and fallbackdeferredUnverified
True 3D flat moon, dynamic lighting and fallback.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-13macOS/Linux native runtime packaging and acceptancedeferredUnverified
macOS/Linux native runtime packaging and acceptance.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-14Optional installers, signing/notarization and public onboardingdeferredUnverified
Optional installers, signing/notarization and public onboarding.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher / verification
5 records · 0 completed iterationslauncher-followup-8Clean Windows 11 operation without developer tools or global JavadeferredUnverified
Clean Windows 11 operation without developer tools or global Java. User deferred this acceptance check on 5 October 2026 and accepted current-PC operation as the immediate target. Retain the portability requirement and make no clean-machine claim until tested.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-20Clean Windows 11 without tools/global Java (explicitly deferred)deferredUnverified
Clean Windows 11 without tools/global Java (explicitly deferred).
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-21Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual reportdeferredUnverified
Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual report.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-22Gameplay acceptance against the exact 0deferredUnverified
Gameplay acceptance against the exact 0.1.0 binary and the final game source/artifact, owned by combined-package integration. Preserve the development-build user PASS separately.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-23Review these pending gates before publishing the draft launcher release or official full-client releasedeferredUnverified
Review these pending gates before publishing the draft launcher release or official full-client release. No deferred PASS.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
v0.5.0
52 records · 52 completed iterationssprint-1.1The toolchainshippedHistorical evidence
Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.1
sprint-1.2The menushippedHistorical evidence
The client reaches the main menu.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.2
sprint-1.3The dedicated servershippedHistorical evidence
It loads SUBSTELLAR. It does not load Iris or Sodium.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.3
sprint-1.4The probeshippedHistorical evidence
Two seeds, a reload, and a recorded chunk time.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-1.4
sprint-2.1The columnshippedHistorical evidence
Y=-352 through Y=319, sea level 63.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.1
sprint-2.2The familiar surfaceshippedHistorical evidence
Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.2
sprint-2.3Saved groundshippedHistorical evidence
Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.3
sprint-2.4The other presetsshippedHistorical evidence
large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.
- Project / area
- game / foundation
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-2.4
sprint-3.1Three stonesshippedHistorical evidence
Tuff, then dripstone block, then polished deepslate.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.1
sprint-3.2The light bandshippedHistorical evidence
Calcite, diorite, and andesite, 4 to 8 blocks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.2
sprint-3.3The dark bandshippedHistorical evidence
Obsidian and crying obsidian, 4 to 8 blocks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.3
sprint-3.4A warped ceilingshippedHistorical evidence
A biome can cross a band.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.4
sprint-3.5Empty bandsshippedHistorical evidence
The light band, the dark band, and the magma band have none of the chart.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-3.5
sprint-4.1TunnelsshippedHistorical evidence
Cracks and tunnels run through every deep band.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.1
sprint-4.2RoomsshippedHistorical evidence
Shafts, caverns, and one rare large chamber sit on those tunnels.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.2
sprint-4.3Tighter with depthshippedHistorical evidence
Deepwilds is the most open. The Abyss is the tightest of the three.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.3
sprint-4.4No lava seashippedHistorical evidence
Lava is the thin band under Y=-208 and the vent pockets.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.4
sprint-4.5Solid bandsshippedHistorical evidence
The crust shelves are not carved through.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.5
sprint-4.6The surface staysshippedHistorical evidence
The extra caves start under the strata ceiling.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-4.6
sprint-5.1Fifteen biomesshippedHistorical evidence
Three in the Deepwilds, three in the Underreach, three in the Abyss.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.1
sprint-5.2The one groveshippedHistorical evidence
Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.2
sprint-5.3Rivers and lakesshippedHistorical evidence
Water, and only in those masks.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.3
sprint-5.4Vent pocketsshippedHistorical evidence
Magma vents are pockets, not a layer.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.4
sprint-5.5Two rooms a depthshippedHistorical evidence
Each of the three depths has two small loot rooms.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.5
sprint-5.6One vanilla accentshippedHistorical evidence
Each biome keeps one vanilla ore accent.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-5.6
sprint-6.1Rare, in that stoneshippedHistorical evidence
One place can generate in any of the five depths, in that depth's stone.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.1
sprint-6.2Rooms, a path, a light, one chestshippedHistorical evidence
The chest is substellar:chests/settlement.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.2
sprint-6.3No new creaturesshippedHistorical evidence
No spawners and no new mobs.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.3
sprint-6.4The small rooms stayshippedHistorical evidence
The loot rooms are not the settlement.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-6.4
sprint-7.1Mantle biomesshippedHistorical evidence
Basalt seams, cinder pockets, and the closed foundry.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.1
sprint-7.2Core biomesshippedHistorical evidence
Pale galleries, bright cracks, and the still heart.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.2
sprint-7.3The magma bandshippedHistorical evidence
Four to eight blocks around Y=-300.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.3
sprint-7.4Tighter cracksshippedHistorical evidence
The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.4
sprint-7.5Rooms there tooshippedHistorical evidence
Two small rooms each, and the settlement can stand in that stone.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.5
sprint-7.6Draconium in the quartzshippedHistorical evidence
Only in the Core. The Mantle has none.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-7.6
sprint-8.1The named blocksshippedHistorical evidence
One block per mineral, generated in that depth's stone.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.1
sprint-8.2Deepwilds and UnderreachshippedHistorical evidence
Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.2
sprint-8.3The Abyss threeshippedHistorical evidence
Osmium, uranium, and cinnabar.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.3
sprint-8.4Salt and oilshippedHistorical evidence
Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.4
sprint-8.5No toolsshippedHistorical evidence
No tools, armor, or machines.
- Project / area
- game / materials
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-8.5
sprint-9.1A separate clientshippedHistorical evidence
Iris 1.11.4 and Sodium 0.9.2 live in run-look.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.1
sprint-9.2The picture stays upshippedHistorical evidence
Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.2
sprint-9.3Two profilesshippedHistorical evidence
A playable profile and a heavier reference profile, on the same world.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.3
sprint-9.4The server stays plainshippedHistorical evidence
The dedicated server does not load Iris or Sodium. The picture is accepted for now.
- Project / area
- game / visual
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-9.4
sprint-10.1Ledges in uncut groundshippedHistorical evidence
A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.1
sprint-10.2Vertical routesshippedHistorical evidence
Sparse wandering routes beside ledges in the three upper depths; bounded collision and native checks passed. Aligned approaches preserve solid bands for mining. No lava sea. Expanded QA is deferred.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.2
sprint-10.3Chambers, arches, and pillarsshippedHistorical evidence
Supported forms in each upper depth, narrow basalt fault ledges/ribs in the Mantle, and rare compact quartz galleries/buttresses in the Core. A Core contour repair passed local fresh functional and native checks; Final automated package gates are tracked separately.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.3
sprint-10.4Springs and basinsshippedHistorical evidence
Shared upper-depth source/channel/fall/basin masks passed the fresh check and user inspection with accepted limitations. First-bank walkability, steep basin walls and broad water sheets are follow-up work in PHASE10_BACKLOG.md.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.4
sprint-10.5Wet stoneshippedHistorical evidence
Automated fresh check passed; manual inspection deferred. Bounded existing ore-compatible materials beside intended rivers, lakes and springs.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.5
sprint-10.6A change of placeshippedHistorical evidence
Regional/detail patches passed the automated fresh check; manual appearance inspection deferred. Strata that read as geology across a band, not a recolor.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.6
sprint-10.7Mineral clusteringshippedHistorical evidence
Smaller attempt counts and larger configured deposits passed the automated check; wider balance/appearance QA deferred. A picture of the chart. The chart and the depths stay.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.7
sprint-10.8The look on that groundshippedHistorical evidence
Existing mineral colors are embedded in stone-faced cube models; static checks passed, runtime visual inspection deferred. Shader-off terrain/readability and targeted custom-ore appearance. Shader tuning, Complementary-based ambient cave visibility and dedicated oil sprites are backlogged. No shader-on/profile comparison or new custom lighting is required. Quartz and draconium do not emit light.
- Project / area
- game / earth
- Iteration
- v0.5.0
- Priority
- 3
- Dependencies
- None
- Next action
- Retain shipped iteration; plan further refinement separately.
- Evidence
- docs/ROADMAP.md#sprint-10.8
future
41 records · 0 completed iterationssprint-11.1SmeltnextUnverified
Turn the chart into metal.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Implement Smelt only after a separately approved gameplay plan.
- Evidence
- docs/ROADMAP.md#sprint-11.1
sprint-11.2AlloyplannedUnverified
Combine what the depths give. No alloy list until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.2
sprint-11.3PackplannedUnverified
Carry what you smelted.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.3
sprint-11.4EngineeringplannedUnverified
Machines after the pack.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.4
sprint-11.5One shipplannedUnverified
A single ship after the engineering.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-11.5
sprint-12.1The MoonplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.1
sprint-12.2MarsplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.2
sprint-12.3The Jupiter systemplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.3
sprint-12.4PlutoplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.4
sprint-12.5An unrevealed starplannedUnverified
No design doc until this sprint is the work.
- Project / area
- game / progression
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan when this gameplay slice becomes current.
- Evidence
- docs/ROADMAP.md#sprint-12.5
backlog-mineral-balance-and-geology-coverageMineral balance and geology coveragedeferredUnverified
Geology/Clusters reuse one nine-chunk normal seed1 sample. This does not establish global palette coverage, exposure/spacing, or a representative yield envelope.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up multiple regions/seeds and compare host-normalized yields, connected deposits and wall exposure without changing the ore chart.
- Evidence
- docs/PHASE10_BACKLOG.md#mineral-balance-and-geology-coverage
backlog-manual-game-inspectionsManual game inspectionsdeferredUnverified
User deferred all remaining hands-on game checks: checkpoint/custom-ore views, client menu/gameplay, teleports/screenshots and dedicated join/rejoin. Final-source outcomes are NOT_RUN.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up: inspect exact shipped client and representative terrain/material scenes, perform actual join/disconnect/rejoin, record images/logs. Do not request this for v0.5.0.
- Evidence
- docs/PHASE10_BACKLOG.md#manual-game-inspections
backlog-spring-bank-walkabilitySpring bank walkabilitydeferredUnverified
User manual inspection of Springs at 181.5,-142,56.5 could not walk along the first bank; no generally blocked movement was reported. The user explicitly deferred repair. Fresh static footing counts did not establish a connected walking route.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- In a disposable copy, trace an actual continuous dry walking path from source to basin; repair step heights, connections and clearance locally, then walk it in game.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-bank-walkability
backlog-spring-basin-shapeSpring basin shapedeferredUnverified
Underreach screenshots 2026-10-05_16.43.52/.55 show a very steep, tall-sided basin with abrupt edges rather than a gently connected shore. This is a visual observation, not proof of unsupported blocks. User authorized deferring screenshot findings.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Inspect side profiles and actual support blocks; retune local basin shoulders/shore access while preserving the solid bands, existing lake/oil and layer openness.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-basin-shape
backlog-spring-water-sheet-shapeSpring water sheet shapedeferredUnverified
Deepwilds screenshots 2026-10-05_16.44.40/.51 show broad stepped water sheets and abrupt wet/dry edges. One screenshot cannot distinguish generation from later fluid spread; exact cause is unverified. Deferred with existing fluid/fidelity work.
- Project / area
- game / earth
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Compare initial generated masks with ordinary ticking at the same source; improve localized falls/channels and dry bypasses without flooding entire layers.
- Evidence
- docs/PHASE10_BACKLOG.md#spring-water-sheet-shape
backlog-expanded-worldgen-qaExpanded worldgen qadeferredUnverified
The user capped each remaining generator checkpoint at one fresh functional check and one short native inspection. The final expanded matrix is NOT_RUN; earlier results retain their original scope/outcome.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- After release, run seeds 1/2, alternate order, negative coordinates, all presets, natural structures/chests and saved FULL chunks before ticking on an explicitly selected source.
- Evidence
- docs/PHASE10_BACKLOG.md#expanded-worldgen-qa
backlog-extended-native-qaExtended native qadeferredUnverified
Final owner/ordinary-admin and dedicated non-op/op repetitions, saved-player-state and wider reload scenarios are deferred. Earlier owner/bedrock and player-data repairs have local evidence. Minimum final gameplay and join/rejoin remain.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- After release, exercise the complete permission/save matrix in disposable copies, including bottom bedrock after radius 32.
- Evidence
- docs/PHASE10_BACKLOG.md#extended-native-qa
backlog-visual-matrixVisual matrixdeferredUnverified
Seven-scene and fifteen-biome final capture matrices and broad V01-V31 QA are deferred. Short native checkpoint observations and targeted custom-ore inspection remain, without claiming full visual acceptance.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Record final-source representative scenes and actual biomes with fixed settings; reconcile V01-V31. Shader work still requires explicit reenable authorization.
- Evidence
- docs/PHASE10_BACKLOG.md#visual-matrix
backlog-website-browser-matrixWebsite browser matrixdeferredUnverified
Three engines by four widths, broad keyboard/reduced-motion/no-JS/accessibility QA are deferred. Existing browser results are historical; final build/basic navigation/assets and publication identity remain.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Run all five routes across Chromium, Firefox and WebKit at 360/768/1440/2560, then keyboard, no-JS, reduced-motion and accessibility checks.
- Evidence
- docs/PHASE10_BACKLOG.md#website-browser-matrix
backlog-fluid-containmentFluid containmentdeferredUnverified
Historical ordinary-fluid runs leaked water/lava; stone banks retained 297 off-mask water and displaced three oil blocks. The later clay-bank/oil run preserved seed-1 sampled fluids.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Multiple seeds/regions, natural dripstone pools, existing/new masks and player water/lava, with before/after whole-column counts.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-containment
backlog-fluid-settlingFluid settlingdeferredUnverified
Bounded seed-1 windows reached 175/200 quiet ticks; wider coverage remains unmeasured.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Ticking readiness, actual elapsed game ticks, queue drainage and reload observations.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-settling
backlog-fluid-boundary-supportFluid boundary supportdeferredUnverified
Stone-bank diagnostics found 193 unsupported edges; later bounded clay observation had zero. Structure-reference coverage was incomplete.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Wider FULL-chunk halos, complete structure references, unsupported falling banks and partial-chunk save/reload.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-boundary-support
backlog-fluid-bucket-regressionsFluid bucket regressionsdeferredUnverified
Oil direct no-spread fixtures passed; broader incoming fluid and deliberate bucket/block edge cases remain incomplete.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Source/flowing pickup, placement, displacement and neighboring water/lava tests in disposable saves.
- Evidence
- docs/PHASE10_BACKLOG.md#fluid-bucket-regressions
backlog-generation-performanceGeneration performancedeferredUnverified
Historical later chunks exceeded two seconds; later optimized runs improved measured costs. Cold setup stays separate. Remaining benchmarks, chunk-cost profiling and performance-only optimization are skipped for this release.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up comparable source/seed/preset/order/hardware measurements and practical bottleneck profiling, after this release.
- Evidence
- docs/PHASE10_BACKLOG.md#generation-performance
backlog-rendering-performanceRendering performancedeferredUnverified
New terrain has no current settled frame-time acceptance. Remaining FPS/frame-time benchmarks and performance-only graphics refinement are skipped; V28 is deferred.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up seven recorded shader-off scenes at unchanged resolution/view distance after this release. Shader-profile benchmarks additionally require an explicit user request to enable the shader mod.
- Evidence
- docs/PHASE10_BACKLOG.md#rendering-performance
backlog-website-performanceWebsite performancedeferredUnverified
Remaining Lighthouse performance reruns and performance-only asset/byte-budget tuning are skipped. Existing performance results stay historical; responsive image loading, content and accessibility remain required.
- Project / area
- game / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Follow-up controlled mobile/desktop performance measurements and asset tuning, after this release.
- Evidence
- docs/PHASE10_BACKLOG.md#website-performance
backlog-advanced-material-effectsAdvanced material effectsdeferredUnverified
Current scope is shader-off targeted custom-ore appearance. Broad relief/PBR, custom mappings and shader-dependent effects are deferred.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Source-supported options and visible benefits within the user's currently authorized client scope.
- Evidence
- docs/PHASE10_BACKLOG.md#advanced-material-effects
backlog-shader-tuningShader tuningdeferredUnverified
The user disabled Iris and active shader packs entirely in development, releases and future builds until an explicit request reenables them. Shader-on C and playable/reference comparisons, Complementary tuning and shader-based ambient cave visibility are deferred. Sodium may remain.
- Project / area
- game / visual
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Only after an explicit user request to enable the shader mod: review source-supported compatibility and visual tuning. No automatic reenable or alternate custom lighting is authorized.
- Evidence
- docs/PHASE10_BACKLOG.md#shader-tuning
backlog-oil-spritesOil spritesdeferredUnverified
The current oil fluid renderer uses tinted vanilla water sprites. On 5 October 2026 the user explicitly deferred dedicated oil sprites for this build; current appearance/mechanics remain.
- Project / area
- game / materials
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Add dedicated still/flow sprites through the existing NeoForge fluid-model registration, then inspect sides, underwater views, reload and shader-off readability without changing fluid behavior.
- Evidence
- docs/PHASE10_BACKLOG.md#oil-sprites
backlog-illustration-fidelityIllustration fidelitydeferredUnverified
All 27 scenes guide biome forms and mood, rather than exact terrain reconstruction. Cyan subjects and inherited pale clusters establish no new mechanics.
- Project / area
- game / visual
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Recorded gameplay comparisons; separate geometry, materials and light, then propose specific worthwhile additions.
- Evidence
- docs/PHASE10_BACKLOG.md#illustration-fidelity
launcher-followup-8Clean Windows 11 operation without developer tools or global JavadeferredUnverified
Clean Windows 11 operation without developer tools or global Java. User deferred this acceptance check on 5 October 2026 and accepted current-PC operation as the immediate target. Retain the portability requirement and make no clean-machine claim until tested.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-9Game download/update/repair with authenticated metadata, resumable delivery and save preservationdeferredUnverified
Game download/update/repair with authenticated metadata, resumable delivery and save preservation.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-10Launcher self-update/recovery with a separate replacement process and rollbackdeferredUnverified
Launcher self-update/recovery with a separate replacement process and rollback.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-11Release channels and multiple game instancesdeferredUnverified
Release channels and multiple game instances.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-12True 3D flat moon, dynamic lighting and fallbackdeferredUnverified
True 3D flat moon, dynamic lighting and fallback.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-13macOS/Linux native runtime packaging and acceptancedeferredUnverified
macOS/Linux native runtime packaging and acceptance.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-14Optional installers, signing/notarization and public onboardingdeferredUnverified
Optional installers, signing/notarization and public onboarding.
- Project / area
- launcher / launcher
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-20Clean Windows 11 without tools/global Java (explicitly deferred)deferredUnverified
Clean Windows 11 without tools/global Java (explicitly deferred).
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-21Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual reportdeferredUnverified
Full Explorer/taskbar/tray/shortcut and shortcut-recreation matrix; native clipboard/export failures, sizes/scaling and reduced-motion/pause observations not already covered by the current-PC manual report.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-22Gameplay acceptance against the exact 0deferredUnverified
Gameplay acceptance against the exact 0.1.0 binary and the final game source/artifact, owned by combined-package integration. Preserve the development-build user PASS separately.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
launcher-followup-23Review these pending gates before publishing the draft launcher release or official full-client releasedeferredUnverified
Review these pending gates before publishing the draft launcher release or official full-client release. No deferred PASS.
- Project / area
- launcher / verification
- Iteration
- future
- Priority
- 3
- Dependencies
- None
- Next action
- Plan and verify this follow-up against the selected exact launcher/game package.
- Evidence
- docs/ROADMAP.md
v0.6.0
6 records · 0 completed iterationswebsite-v060Flagship websitein progressUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. User narrowed the current delivery to the flagship website; startup and launcher/client integration are deferred.
- Project / area
- game / website
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Finish website content, commit the production snapshot, publish to Cloudflare Pages and verify production routes/assets.
- Evidence
- No completed verification claim.
startup-v060Native Strata Spindle startupdeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / startup
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
package-v060Pinned launcher client assemblydeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / release
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
publisher-v060Serialized planning publisherdeferredUnverified
Structured records and disabled serialized publisher implemented. Ten local contract checks passed. User explicitly chose to keep synchronization disabled for now; activation, launcher credential setup and authenticated synchronization checks are deferred and are not v0.6.0 release blockers.
- Project / area
- game / website
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Only after a future explicit activation request, configure a read-only launcher credential and verify authenticated two-repository publication. The lead publishes v0.6.0 manually.
- Evidence
- docs/planning/PUBLISHER.md · scripts/test_planning.py
release-v060v0.6.0 release qualification and promotiondeferredUnverified
Approved v0.6.0 scope. No generator changes; shaders remain disabled. Current delivery is website only; this integration is deferred by the user.
- Project / area
- game / release
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- website-v060 · startup-v060 · package-v060
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
combined-v060Combined game v0.6.0 package qualificationdeferredUnverified
Game-owned native startup/client assembly; executable remains unchanged. Current delivery is website only; this integration is deferred by the user.
- Project / area
- launcher / launcher
- Iteration
- v0.6.0
- Priority
- 1
- Dependencies
- None
- Next action
- Resume only after a future explicit request; current delivery is website only.
- Evidence
- No completed verification claim.
0.1.0
1 records · 1 completed iterationsportable-010Launcher 0.1.0 draft kitshippedHistorical evidence
Exact source 2ed79f12913fc79e2d4f0fd539ead4bca90f1a2b and kit hash are recorded in RELEASE-0.1.0.md. Draft delivery is not full combined-game qualification.
- Project / area
- launcher / launcher
- Iteration
- 0.1.0
- Priority
- 1
- Dependencies
- None
- Next action
- Preserve pinned draft bytes and historical evidence.
- Evidence
- docs/RELEASE-0.1.0.md
Connected project records
Each project is read at one committed revision. Failed synchronization preserves the last valid publication. Automatic synchronization is disabled; this page uses a manually prepared snapshot.
Source revisions and update times ↗