A
ARDENDevelopment command board

PROJECT OVERVIEW

Build the world.
Make it fight back.

A living survival game where nature evolves, machines adapt, and the player decides when the war begins.

31%
13 of 42roadmap tasks complete

ROADMAP

All systems

Polished controller, interaction and footsteps

High
In ProgressPlayer

Complete save/load and migration support

Critical
In ProgressPerformance & Saving

Weather and seasonal simulation

Medium
PlannedWorld

Rivers, valleys and water bodies

High
PlannedWorld

Replace prototypes with production tree models

High
PlannedForestsWaiting on final art direction/models.

Felling, falling and stump-removal gameplay

High
PlannedForests

Hunger, thirst, sleep, temperature and injury

Critical
PlannedSurvival

Inventory and item data

Critical
PlannedGathering & Crafting

Crafting, smelting and forging loop

High
PlannedGathering & Crafting

Build pieces, snapping, costs and removal

Critical
PlannedBuilding

Batteries, generation and local power networks

High
PlannedPower & Base

EMP walls and disabled robot salvage

High
PlannedPower & Base

First animal species and ecosystem behavior

Critical
PlannedWildlife & Evolution

Selection pressure, mutation and visual variants

High
PlannedWildlife & Evolution

Recon patrol, detection and investigation AI

Critical
PlannedRobots

Tactic analysis and regional countermeasures

High
PlannedRobots

Analyzer scanning and species naming

Medium
PlannedKnowledge & Analyzer

Knowledge Tapes and mechanic unlocks

Medium
PlannedKnowledge & Analyzer

Main story, quests and moral outcomes

Medium
PlannedStory & Megacity

Overgrown megacity and final infiltration

Medium
PlannedStory & Megacity

HUD, inventory, crafting and settings interfaces

High
PlannedUI & UX

Final visual language and environment kit

High
PlannedArt

Exploration, danger and megacity music

Medium
PlannedAudio

Propagation-aware gathering and stealth audio

High
PlannedAudio

Async chunk generation and content pooling

High
PlannedPerformance & Saving

One-biome survival vertical slice

Critical
PlannedTesting & Release

Repeatable playtest loop and feedback log

High
PlannedTesting & Release

Procedural cube-sphere planet

Critical
CompleteWorld5 km radius, seeded generation.

Planet chunks, LOD and render distance

Critical
CompleteWorld

Biome generation and Simple Forest spawn biome

High
CompleteWorld

World clock and visual day/night cycle

High
CompleteWorld

Planet gravity and surface-aligned movement

Critical
CompletePlayer

First and third-person cameras

High
CompletePlayer

One-mesh tree and separate stump foundation

High
CompleteForests

Tree harvesting and persistent removed state

High
CompleteForests

Planet-aligned building placement foundation

High
CompleteBuilding

Wildlife evolution data foundation

High
CompleteWildlife & Evolution

Regional robot threat and awareness

High
CompleteRobots

Robot expansion and coverage pressure

High
CompleteRobots

World modification persistence

Critical
CompletePerformance & Saving

Physical digging and excavation

Medium
DeferredGathering & CraftingPrototype after the core survival loop is fun.

Structural support physics

Low
DeferredBuilding