— The Pilgrim's Road —

Roadmap

Where the work stands, and where the road leads. No dates — the road does not promise them. Only direction.

I
Passed
The Word

The world before the game: the kingdom, its plague, its faith, its dead. The codex is written, the names are spoken. What the player will walk through has been imagined to the last bell.

II
We are here
Steel

The combat core is on the anvil now: timing-driven melee — lock on, read the swing, block and parry — with stamina that governs every swing. The duel must feel like a conversation in steel before anything else is built on top of it. We will not move on until it does.

III
Ahead
The March

The first land: Dornmarch, its roads, its ruins, its weather. A place worth dying in. The world the steel was forged for.

IV
Ahead
What Walks the Roads

Bandits at the treeline. The dead that did not stay buried. Beasts from the old folklore. Every enemy speaks the same language of war as you — they must fight as well as they read.

V
Ahead
The Burden

The extraction loop: what you carry, what you risk, what you keep. The stash, the insurance, the long walk home under a heavy pack. The part of the game that makes your hands sweat.

VI
Ahead
Fellow Travellers

Other pilgrims on the same road — squads, proximity voice, friendly fire, and everything multiplayer demands of a world this unforgiving.

VII
Ahead
The First Vigil

Closed testing. The first names from the Vigil are called through the gates to break what we built — and tell us the truth about it.

VIII
Ahead
The Gates

Early Access. The gates open, the bells ring, and the road becomes yours. No earlier than 2027 — and not a day before it deserves to.

The order of the road may change. The stations will not be skipped. We would rather arrive late than arrive hollow.

— A.D. MMXXVI · last revised: June, MMXXVI —