← Back to home
05

Roadmap

How we get from a documented design to a playable auto-battler, and from there to a real product. Last update: 2026-09-16 — aligned with council/PLAN-V2-19SEP, docs/19 and the code.


Version glossary (so nobody gets lost)

Label Meaning
V1 (Unity) Previous prototype. Reference only in referencia/. Not this code.
E0–E4 Build stages of this project.
R1 / R2 Axie Vibeathon 2026 rounds.
v0.2 Numeric balance version (design/).

Now — September 16, 2026

Lunacia Synergy has complete paper design and playable Godot code.

What already exists (verified):

  • Canonical base rules: economy, 2/4/6 synergies, combat, roster 36, 3/3 advantage.
  • 7 bodies × 9 classes × 36 horns = 2268 theoretical identity combinations (balance v0.2).
  • Match loop: planning → combat → result → tournament to last standing.
  • V1 (Unity) lessons documented with evidence.
  • Wiki structured and published (lunacia-synergy.pages.dev).
  • Engine decided: Godot 4.x + Mixer 3D verified on the machine.
  • Complete playable prototype: 36 Axies · 9 classes · 7 bodies · real synergy effects · tournament vs 3 bots · horn ults · canonical profile (audit 36/36).
  • Standalone Windows build running outside the editor.

What is NOT in the submit build (and is not promised):

  • Real online multiplayer (today: 3 bots).
  • Every state in the Excel (poison, silence, taunt…) — only those that exist in simulation.
  • Audio, kit effects in combat, start menu and Chimera PvE — these are the sprint work in progress (see below).

Vibeathon R1 closing sprint (active plan)

Owner calendar: playable the 18th → polish the 19th → code freeze 19-sep 18:00 → submit 20-sep → deadline 21-sep 09:00 VET.

Plan source of truth: council/PLAN-V2-19SEP.

# Piece What it is
P0 Frozen delivery branch Resolve uncommitted changes, lock the build
P1 Audio Wire 130 SFX + 6 tracks to events the engine already emits
P2 Effects bridge Flipbooks and auras in real combat (safe net: fall back to primitives)
P3 Visible states Only those already in mechanics (stun, shield, reflect)
P4 Chimera PvE round 1 Sapidae 3D + visible intent; then alternates with bots
P5 Board in-game Replace primitive with our model (game scale)
P6 Start menu Title + Play (separate scene)
P7 Flow polish Rounds → result → replay

Gates:

  • 18-sep 18:00 — Chimera gate: if the creature doesn't work or read, cut it and ship tournament vs bots (documented in the submission).
  • 19-sep 18:00 — Code freeze: nothing new after this.

About the submit: the decision and execution belong to the owner. The roadmap informs; it does not promise a submission that hasn't been sent.


Build stages (E0 → E4)

Principle: what isn't validated doesn't get built. Each stage ends in a gate with evidence.

E0 — Foundation — PASSED (13-sep-2026)

Engine and resources decided with proof: Godot 4.x + Godot port of Mixer 3D verified on the machine.

E1 — The Core — PASSED (13-sep-2026)

Full round loop on one screen. Fun gate: the owner approved the core.

E2 — Expanded economy and bots — PASSED (13-sep-2026, night)

Odds by level, interest, XP/level, streaks, visible synergy buffs, 2–3 bots, lives (100 HP), last-standing tournament.

E3 — Shell — Future (partially in R1 sprint)

Minimum menu, scene flow, deckbuilder, collection, profile. The R1 menu is the minimum step toward E3, not full E3.

E4 — Presentation — Future (partially in R1 sprint)

Visual polish, audio, demo video, show materials. R1 audio and effects aim here at delivery scale.


Event calendar

Date Stage What it means for Lunacia
21 sep Round 1 closes (09:00 VET / 13:00 UTC) Submission deadline R1
22–28 sep Review and jury Wait; build must stay available
29 sep Finalists announced (up to 8) Result
30 sep – 3 oct Finalist onboarding Jury feedback
4–31 oct Round 2 Full loop + approved Mixer live + deep Axie Core + polish
1–3 nov Final QA Freeze features; test exact build
5 nov Demos and results Final presentation

After the event — Nov 5 and beyond

What comes next depends on what gets done.

Scenario A — Something works: evaluate. If the core loop passed its gate and there's a presentable build, decide the long term calmly.

Scenario B — Advanced a round: final stages aim at a real, working product for Axie. Not a contest prototype — a game someone wants to play tomorrow.

Scenario C — No build on time: documentation, design and lessons remain solid. The project can resume without event pressure.

In every case: the design is not lost.


Product horizon (after the base loop)

This is product destination, not a date. Real order is decided when the event and shell are closed. Ideas detail in 09 · Futuro e Ideas.

Block What it implies
Fine parity and balance Calibrate combinations with real play data
Real multiplayer 8-player lobby, matchmaking (YES on horizon)
Editable 36 deckbuilder Player's own reserve
Chimeras LiveOps Waves, difficulty, seasons
Own avatars / Axies Ecosystem identity (YES on horizon); model when implemented
Land as board Ultra rare / mythic arena skins with utility (YES on horizon, with permissions)
Mobile YES on horizon — after PC is solid
Tokens / marketplace OUT — not announced
Licenses in order Own assets outside the event; clear permissions

Milestone table

Stage Meaning Status
Foundational docs Rules, vision, lessons, plan Complete
Full wiki The game explained end to end Complete and aligned (16-sep)
E0 — Foundation Engine + resources with evidence Passed (13-sep)
E1 — Core Playable loop; fun gate Passed (13-sep)
E2 — Economy + bots Full match vs bots Passed (13-sep night)
R1 sprint (P0–P7) Audio, effects, chimera, menu, submit In progress
R1 — Submit Vibeathon submission Pending (owner · 20-sep)
E3 — Full shell Menu, navigation, deckbuilder Future
E4 — Presentation Polished build + materials Future
Multiplayer PvP 8-player Colosseum Future (YES on horizon)
Own avatars / Axies Inventory and identity Future (YES on horizon)
Mobile Touch adaptation Future (YES on horizon)
Land as board Rare / mythic skins with utility Future (YES on horizon)
LiveOps and seasons Evolving meta Future

Roadmap rules

  1. No advancing without a gate. If the core isn't fun, don't paint it.
  2. Event dates are north, not a chain. Plan around them.
  3. The submit decision is the owner's. The roadmap informs; it doesn't decide.
  4. The design is not lost. Documentation and lessons are permanent.
  5. Platform after the game. First loop and shell; inventory, wallet and mobile when the base product is solid.
  6. Future ideas are not promises. They live in 09 · Futuro e Ideas until a plan adopts them.

Lunacia Synergy · 05 · Roadmap · updated 2026-09-16