Wiki
Phase Roadmap
This is the current phase plan for the overhaul. Each phase is intended to feel complete enough to test on its own.
Status: Planned
This is the current phase plan for the overhaul. Each phase is intended to feel complete enough to test on its own.
For canonical cross-phase tables, use Phase Registry.
For the reference detail-page shape, use Phase 01 - Greenwake.
Phase Rules
Each phase must ship with:
- A clear travel destination
- One meaningful crafting loop
- One boss or boss cluster
- At least one viable path each for melee, ranged, magic, and summoning
- One quest chapter
- Co-op-safe rewards and progression flags
- One traversal upgrade in the form of a mount, tack branch, grapnel, or wayshrine unlock
Summary
| Phase | Theme | Boss Gate | Traversal |
|---|---|---|---|
| 01 | Greenwake | Ashroot Sentinel | Mossback Doe |
| 02 | Frostweb | The White Brood | Rime Ram |
| 03 | Black Archive | The Null Scribe | First Grapnel upgrades |
| 04 | Windplain Cairns | Horned Regent | Steppe Runner |
| 05 | Mireglass | Murkcoil | Bog Skater |
| 06 | Sunscar Dunes | The Carrion Crown | Dune Skipper |
| 07 | Blackwake Reach | Admiral Brine | Tiderail Skiff, first Worldshift |
| 08 | Underbriar | Graveshade Warden | Lantern Stag tack |
| 09 | Deep Rime | Icevein Matron | Frost Prowler |
| 10 | Hollowstep | The Urn Mother | Longline Grapnel |
| 11 | Rotwarren | Blightspine | Sporeback |
| 12 | Ember Vaults | Cinder Twin Ascetics | Ashwing |
| 13 | Starwell Temple | Starved Arcanist | Wayshrines, breach unlock |
| 14 | Breach Cluster I | Mother Slurry, Crimson Chorus, Silk Cathedral Regent | Grave Bat |
| 15 | Breach Cluster II | Auric Gauntlet, Velvet Eclipse, Prismwyrm | Skyray |
| 16 | Horizon Split | The Horizon Splitter | Void Skiff |
Phase 01 - Greenwake
Goal: Build the first adventure-first playable slice and replace vanilla early aimlessness with a directed forest-to-cave loop.
Reference page: Phase 01 - Greenwake
Content:
- Forest surface, forest caves, starter village hub
- Early materials: copper, iron, gold, emerald, obsidian, rootshard, resin, stone, clay, bat wing, cave spider gland
- Armor slice: Trailcloth, Tinker Copperplate, Hearth Iron, Gilded Crest
- Boss gate: Ashroot Sentinel
- Traversal unlock: Mossback Doe
- Quest flow: guide NPC -> enter caves -> gather summon path -> defeat first boss
Definition of done:
- The first quest chapter can be completed cleanly in co-op
- Each core class gets at least one useful weapon path
- The first boss summon path is understandable without external wiki help
- The first boss unlock meaningfully changes the next phase
- The first mount makes exploration feel better immediately
Phase 02 - Frostweb
Goal: Introduce stronger biome identity, summon support, and an open-arena boss hunt.
Content:
- Snow biome and snow caves
- Spider nest and brood summon language
- Material pressure: silk, frost, and cold-mineral expansion on top of the frontier metals
- Armor slice: Silkhide and Hoarfur
- Boss gate: The White Brood
- Traversal unlock: Rime Ram
- Quest flow: investigate frozen caves -> locate nest -> trigger brood fight -> defeat boss
Definition of done:
- Snow feels mechanically distinct from forest
- Summoning builds become clearly viable
- The phase teaches arena-reading and boss mobility
- The second mount introduces a new traversal role, not just more speed
Phase 03 - Black Archive
Goal: Introduce the first major structure crawl and the first magic-heavy milestone.
Content:
- Archive entrance and two-floor dungeon structure
- Armor slice: Emberglass and Shadeweave
- Boss gate: The Null Scribe
- Reward theme: void shards, archive minerals, magic mobility, first major relic expansion analogue
- Traversal unlock: first Grapnel upgrades
- Layer unlock: first low-sky routes and archive watchspires
- Quest flow: craft or acquire archive map path -> clear structure -> defeat boss
Definition of done:
- Dungeon navigation is memorable and repeatable
- Magic builds get a strong identity spike
- The reward is more than raw numbers and affects future build flexibility
- Grapnel play now matters in exploration and some arena layouts
Phase 04 - Windplain Cairns
Goal: Break biome monotony and add a grounded arena-focused fight outside the dungeon path.
Content:
- Plains biome and plains cave progression
- Cairn arena and bone-offering summon theme
- Material pressure: runestones, emerald precision branch, and plains martial conversion lines
- Armor slice: Windplate and Cairnrunner gear
- Boss gate: Horned Regent
- Traversal unlock: Steppe Runner
Definition of done:
- Plains loot and visuals feel different from forest and snow
- The boss arena is readable and reusable
- One strong melee and one strong ranged reward path exist here
- The new mount supports open-ground dodging and travel
Phase 05 - Mireglass
Goal: Push poison, resilience, sustain, and more dangerous terrain pressure.
Content:
- Swamp surface and cave path
- Material theme: sludge, ivy, quartz support, venom-adjacent drops
- Armor slice: Mireguard and Glassspine support paths
- Boss gate: Murkcoil
- Traversal unlock: Bog Skater
Definition of done:
- The swamp boss requires movement discipline rather than only DPS
- The biome adds useful upgrades instead of filler
- Players have clear reasons to revisit the biome after first clear
- The mount meaningfully solves marsh and poison-terrain frustration
Phase 06 - Sunscar Dunes
Goal: Add a wider-travel biome with ruin hunting and airborne boss pressure.
Content:
- Desert biome and caves
- Ancient statues and ruin theming
- Material pressure: obsidian utility, fossil lines, and desert crystal support
- Armor slice: Sunscour Mail and Dunerider
- Boss gate: The Carrion Crown
- Traversal unlock: Dune Skipper
- Layer expansion: stronger low-sky and cliffside routes
Definition of done:
- Desert structures teach the player to search, not only mine
- Ranged and mobility builds get meaningful upgrades
- The phase bridges cleanly into coastal raider progression
- The desert mount changes both sand travel and boss readability
Phase 07 - Blackwake Reach
Goal: Turn exploration into a named destination and unlock the deep-cave layer.
Content:
- Blackwake harbor stronghold and coastal raid content
- Boss gate: Admiral Brine
- Reward theme: deep cave unlock, raider utility, travel and siege flavor
- Traversal unlock: Tiderail Skiff
- World state unlock: first Worldshift
- Layer unlock: first Nether frontier routes awaken after the phase
- Quest flow: obtain coastal map path -> raid Blackwake site -> defeat admiral -> unlock next layer
Definition of done:
- The special biome feels like a step up from normal biome content
- Deep cave access is clearly communicated
- The reward is a hard gate into the next world layer
- Worldshift gives old biomes fresh reasons to revisit them
Phase 08 - Underbriar
Goal: Start deep-cave progression with a much heavier encounter tone and essence rewards.
Content:
- Deep forest cave
- Shadow-gate summon language
- Armor slice: Tungsten Vanguard and Mourning Bark
- Boss gate: Graveshade Warden
- Reward theme: Shadow Essence and first deep-cave power spike
- Traversal unlock: Lantern Stag climbing tack
Definition of done:
- Deep caves feel categorically more dangerous than caves
- The first essence loop is established
- Melee, magic, and summoning all gain a valid upgrade route
- Existing mounts continue to matter via tack instead of immediate replacement
Phase 09 - Deep Rime
Goal: Expand deep-cave identity through telegraphed AoE and frost control.
Content:
- Deep snow cave
- Ice-crown summon path
- Armor slice: Glacier Witch and Rimeguard
- Boss gate: Icevein Matron
- Traversal unlock: Frost Prowler
- Layer expansion: high-sky hunt routes and frost roosts
Definition of done:
- Frost telegraphs are readable and fair
- The armor slice supports multiple playstyles, not only one archetype
- The essence reward plugs into future crafting
- The mount is combat-useful without replacing grounded skill
Phase 10 - Hollowstep
Goal: Introduce a more occult and structure-bound deep biome.
Content:
- Deep plains cave
- Spirit-urn arena summon path
- Armor slice: Hollowstep Runner, Dryadborn, Aged Crest
- Boss gate: The Urn Mother
- Traversal unlock: Longline Grapnel
Definition of done:
- The phase has a distinct visual and combat tone
- Utility and mobility gear become more interesting than pure defense
- The arena rules are clear in co-op
- The new grapnel opens routes that mounts alone cannot solve
Phase 11 - Rotwarren
Goal: Deliver one of the heaviest mid-to-late-game pressure checks in the ladder.
Content:
- Deep swamp cave
- Decay summon path
- Armor slice: Mirebloom and Widowplate
- Boss gate: Blightspine
- Reward theme: Bio Essence and stronger summon support
- Traversal unlock: Sporeback
Definition of done:
- The boss feels like a real gear and movement check
- Poison and gear-sustain themes are mechanically visible
- The biome supports repeat farming without feeling empty
- The mount adds a distinct jump or impact identity, not a reskin
Phase 12 - Ember Vaults
Goal: Set up the temple unlock through a strong duo-boss milestone.
Content:
- Deep desert cave
- Dragon-soul summon path
- Armor slice: Fossil Spearline, Sharpsight, Ancestor's Veil
- Boss gate: Cinder Twin Ascetics
- Reward theme: Primordial Essence and temple access
- Traversal unlock: Ashwing
Definition of done:
- The duo-boss encounter is stable in multiplayer
- The unlock into the temple is unmistakable
- Ranged and spear-like archetypes get distinct support
- The first major flying mount arrives at the right power tier
Phase 13 - Starwell Temple
Goal: Close the main pre-breach campaign and unlock the endgame loop.
Content:
- Temple structure and final temple floors
- Boss gate: Starved Arcanist
- Reward theme: relic slot expansion, breach unlock, altar dust path
- Traversal unlock: Wayshrine network
- Layer unlock: stable access to otherworld-style breach realms
Definition of done:
- The temple is a proper capstone dungeon, not just a hallway to the boss
- The breach unlock feels earned
- Buildcraft before breaches is coherent and satisfying
- Travel compression improves without deleting exploration value
Phase 14 - Breach Cluster I
Goal: Introduce repeatable endgame clusters with different combat asks.
Content:
- Slime Cave
- Graveyard
- Spider Castle
- Bosses: Mother Slurry, Crimson Chorus, Silk Cathedral Regent
- Armor slice: Sludgeforged, Nightsteel, Cathedral Silk
- Traversal unlock: Grave Bat
Definition of done:
- Endgame repeatability exists without becoming pure grind
- Each breach biome has a strong identity
- Multiplayer loot remains fair under repetition
- Endgame mounts begin to support aerial or siege play cleanly
Phase 15 - Breach Cluster II
Goal: Finish the breach arc with more spectacle and prestige gear.
Content:
- Sun Arena
- Moon Arena
- Crystal Hollow
- Bosses: Auric Gauntlet, Velvet Eclipse, Prismwyrm
- Armor slice: Dawnbreaker, Duskveil, Prismplate, plus high-style prestige sets
- Traversal unlock: Skyray
Definition of done:
- These fights feel like endgame spectacle
- The armor rewards look and play differently
- The player is now ready for the final boss arc
- The aerial mount game feels fully realized by this point
Phase 16 - Horizon Split
Goal: Deliver the final multi-phase boss and the project's clearest statement of completion.
Content:
- Horizon Splitter encounter
- Final quest chain and credits-equivalent resolution
- Final weapon set and void-themed capstone items
- Armor slice: Seamforged
- Traversal unlock: Void Skiff
Definition of done:
- The final fight is readable, stable, and satisfying in co-op
- The player can look back at a coherent progression ladder
- Older phases still have optional reasons to revisit them
- The stable, relic, grapnel, and stormfront systems all feel like parts of one game
Sequencing Rule
If implementation bandwidth is limited, finish each phase end-to-end before starting the next one. Do not spread half-built bosses and half-built gear across multiple unfinished phases.