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Roadmap

Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.

Systems Section 17 / 20

Economy

Shops, GE, sinks, unlock shop, and anti-dupe so the world stays worth playing.

65% 9 done · 9 building · 2 planned

Markets

  • Shop stock and restockDoneBuy depletes stock; restock ticks toward open caps (see shop-ui-stock).
  • Buy and sell prices, stock caps, scarcity, and NPC-specific rulesBuildingRegistered shops have buy/sell prices, stock caps and restocking; home suppliers use intentional Ritual catalogues.
  • Player marketplace offers and collectionBuildingPlayer-funded orders match by best price and FIFO, with partial fills, resting-offer prices, buyer change, offline matching and remainder-only cancellation. Collection preserves open offers. Settlement journals escrow and delivery with player checkpoints, rejects stale saves, and recovers interrupted transactions before reopening the market. Noted supply joins the same item market.
  • Persistent GE execution historyBuildingThe last 20 executions per account persist with marketplace settlement and populate the existing stock History interface.
  • GE item sets pack/unpackDone
  • Guide prices, price history, trade limits, taxes, and anti-manipulation rulesBuildingMarketplace matching includes tax, persistent execution records and a website feed with price and volume history.
  • Trade eligibility, ironman restrictions, new-account limits, and clear rejection copyBuildingAccount-mode checks already restrict player trade and GE access for Ironman modes; trade routing includes distance and busy-state rejection.

Unlock shop (Ritual)

Popular rewards stay obtainable while the real activity is later; locked by points, not blocked by missing content.

  • In-game unlock / points shopDone
  • Currency: vote points and donator pointsDone
  • BA-style rewards while Barbarian Assault is laterDone
  • Void, elite void and dragon defender points-shop accessDone
  • Rune and dragon melee stopgapsDone
  • Selected quest-unlock gear when the quest is not shipped yetDone
  • Published catalogue: what is points-locked vs activity-lockedDone

Safety

  • Idempotent claim, trade, death, banking, and rollback pathsBuildingTrade has durable escrow, one ownership decision, deferred receipts and stale-save rejection. Marketplace settlement journals player checkpoints and recovers interrupted transactions; selected activity rewards reserve delivery.
  • Reviewed drop tables, simulations, pack checks, and live audit trailBuildingSupported encounters have dedicated drop tables and automated coverage; repository pack checks run in CI.
  • High alchemy, repairs, fees, consumables, and other item and gold sinksBuildingLow and High Level Alchemy have transactional casts, rune costs and cache-derived values; supported consumables already consume supplies.
  • Reports, rate limits, behavioural signals, and staff review queuePlanned
  • Scoped staff rollback, evidence trail, compensation, and no silent item wipesPlanned
  • Trade confirmation, value warnings, name checks, and social-engineering safeguardsBuildingTwo trade windows, offer-removal flashes and an acceptance delay are implemented.