> For the complete documentation index, see [llms.txt](https://olderfall.gitbook.io/olderfall/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://olderfall.gitbook.io/olderfall/overview/roadmap.md).

# Roadmap

#### 2026: World Expansion

Q1: Competitive & Social Layer

* Guild System
* Daily Quests system
* Gem system
* Weapon merge and burn mechanics
* $AURE Community Round
* Ranked Tournaments with Prestige tiers

Q2 and Beyond: Evolution into a living and persistent ecosystem.

* Token Generation Event (TGE)
* Guild Wars
* World Bosses
* Pet System
* Soul System
* New talent trees
* Professions and resource loops
* Duels and advanced PvP modes
* Exploration mechanics
* New battle actions and deeper combat systems

#### Q4 2025: The Forge Era

Introduction of crafting and deep customization.

* The Forge – Phase 1
  * Armor crafting system
  * Visible equipment in battle
* New crafting resources
  * Iron, Leather, Silk
  * Farmed through themed Battle Towers
* Armor sets live with real stats and visuals
* Building unlock system inside Chambers
* Weapon comparison tool in inventory
* Marketplace improvements
  * Fallen level, winrate and full stats displayed
* Localization
  * Spanish and Portuguese
* Boosters migration to Web3
  * Account bound and tokenized

#### Q3 2025: Meta Expansion & Mobile

Consolidation of the game as a live, cross platform product.

* Mobile Release
* Seasonal Battle Pass (60 days duration)
* New Fallen collections (Elves and Vampires)
* Passive abilities by collection affecting gameplay
* Vitrium economy rework
  * Deathmatch no longer grants Vitrium
  * Battle Tower becomes the main Vitrium source
* Quick Play mode as a rotating weekly event
* Weekly Battle Tower with themed enemies and rewards

#### Q2 2025: Arena Evolution and Systems Depth

Major expansion of the metagame, economy, and combat clarity.

* Flex Tournaments for all player levels
* N3MUS Weekly Tournaments powered by Moonbeam
* Stat System Revamp
  * Ferocity (Critical Chance)
  * Focus (Multistrike)
  * Defensive stats separated and clarified
* Weapon system overhaul
  * Level requirements
  * Improved filters and usability
* Soulbound Fallen collection for new accounts
* Master’s Chamber visual revamp with day and night cycle
* Command Ring system showing Fallen status
* Post battle summary upgrade with individual stats
* Official web shop launch
* News panel and multiple UI refinements

#### Q1 2025: Core Loop & Public Launch

Launch of the public experience and validation of the core gameplay loop.

* Open Alpha launch with free to play onboarding
* Deathmatch mode as the core PvP experience
* Training system and early progression loop
* Battle Tower introduced as scalable PvE content
* Boosters system
* Weapon rarity system: Common, Rare, Epic, Legendary
* Profile menu revamp

#### 2024: Foundations

The year focused on establishing the technical, visual, and user experience foundations.

* Closed Alpha testing
* Core game development and initial combat loop
* Early UI, sound design, and arena visuals
* Social login integration
* First smart contracts deployed
* NFT minting and early presale
* Infrastructure and multichain groundwork
