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/19and 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
- No advancing without a gate. If the core isn't fun, don't paint it.
- Event dates are north, not a chain. Plan around them.
- The submit decision is the owner's. The roadmap informs; it doesn't decide.
- The design is not lost. Documentation and lessons are permanent.
- Platform after the game. First loop and shell; inventory, wallet and mobile when the base product is solid.
- 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