Where VanaUnreal stands
Built foundations, current work and the next priorities for a dependable single-player adventure. These are development goals, not release dates. Pick a track in the quest log to see where it stands, the next step and the tracker entries behind it. The counts are records, not a completion percentage.
Mission: Rebuild San d’Oria
Full progress →Sections approved on the development map. The city is not playable as a whole yet.
Quest log
San d’Oria, Ronfaure & safe travel
Where it stands
The first six-zone San d’Oria and Ronfaure region is unfinished. Editable city sections and gate approaches have modelling and layout checks. The East gate approach has a reviewed ground-and-edge repair, but its native import, collision and navigation still need testing. Other closures, passages and forest collision problems remain. The city itself is being rebuilt section by section on a separate development map: 8 of its 19 sections are approved (6 of 11 in Southern San d’Oria, 2 of 8 in Northern San d’Oria).
Next step
Complete the remaining closures and connections, import each replacement only after its construction checks, then qualify actual routes and retest my reported collision and visual defects. A reviewed model is not a completed playable section. The rebuilt city joins the playable region after all 19 sections are in and playtested.
1 implemented, 11 in progress, 8 planned
Show this track’s 20 entries ↓Crafting, guilds & local services
Where it stands
Crafting records its timed result, materials and skill gains together, including interruptions and crash recovery. Guild membership, ranks and skill caps are saved. San d’Oria guild shops use stock-based prices, hours and holidays. Home Point registration and warps save payment and destination together.
Next step
Guild masters now have their own event sequences for joining, rank tests and renouncement. Refine quantity entry, crystal placement and synthesis animation, then qualify the full purchase-to-craft-to-reload loop. Fishing, the wider economy and Mog House services remain unfinished.
3 in progress, 1 planned
Show this track’s 4 entries ↓Combat, jobs & encounters
Where it stands
The six starting jobs have kits and admitted combat rules. Ranged attacks, ammunition consumption, Signet, magic bursts, caster traits and elemental defense have scoped automated coverage. Selected monsters use retail bodies and motion; worms have burrow and resurface behavior, with presentation binding still pending.
Next step
Qualify progression, rewards and saved state through ordinary play. Finish remaining party effects and era-based unlock routes, then admit more encounters only after their moves, presentation and ground contact are checked. A prepared creature library is broader than playable coverage.
12 in progress, 16 planned
Show this track’s 28 entries ↓Trust companions
Where it stands
Kupipi and Excenmille have supported summoning and dismissal, original dialogue, floor-aware following, melee and combat decisions for healing, buffs, abilities and weapon skills. Casting phases, interface help and arrival/departure effects have also advanced. These are development-build results, with remaining animation and visual limitations.
Next step
Qualify the implemented actions, acquisition quest and border behavior in a fresh integrated package, then playtest them as part of the first region. Finish phase blends and visual fades. A complete companion adventure and saved personal characters as Trusts remain unfinished.
NPCs, quests & missions
Where it stands
Client-style event, choice and trade windows now support decoded default NPC conversations. Quest rules, the journal and saved progress protect against stale or replaced interactions. Mission 1-1 has bounded interaction and earlier packaged trade/reward coverage.
Next step
More quest interactions and original guild events are integrated, but complete routes still depend on available NPCs, ground, locations and item sources. Finish mission integration, camera and motion staging, then play through each admitted story from start to finish. Listed quests and missions are not automatically playable.
6 in progress, 554 planned, 14 out of scope
Show this track’s 574 entries ↓Accounts, saves & character entry
Where it stands
Local entry, starting-job selection, creation recovery and saved appearance are integrated. Recorded packages pass scoped save-write and independent reopening checks. Newer save work protects synthesis, ammunition, ability recasts, knockout state and Home Point transactions.
Next step
Repeat appropriate package checks for the latest additions and qualify a full saved adventure. Final creation scenes, every race and size, and public account services remain unfinished. Older package results do not qualify newer systems automatically.
8 tested in scope, 2 in progress
Show this track’s 10 entries ↓Retail interface & controls
Where it stands
Magic, Abilities, Job Traits, inventory and synthesis use more of the client’s layout. Storage views, sorting and search, item names and icons, keyboard macros, event-log text and interface hide/restore support have advanced. Unbuilt Config categories stay visibly dimmed.
Next step
Refine window ordering, remaining colours and feedback, controller macros and other unfinished inputs. Test the keyboard and controller flow by hand, including reported movement feel, targeting and menu issues.
2 tested in scope, 2 implemented, 6 in progress
Show this track’s 10 entries ↓Characters, equipment & animation
Where it stands
The playable Elvaan male now displays saved and equipped modular gear and visible weapons. Creation previews use their starting clothes, and existing action clips continue on the modular body. Other race and equipment libraries are prepared separately from playable admission.
Next step
Qualify more bodies, equipment looks and size presentation. Finish hair/headgear reimports and draw/sheath transitions; the current weapon-state swap is instant. A prepared model or comparison board does not establish accepted in-game presentation.
Atmosphere, weather & audio
Where it stands
Regional weather, shelter-aware precipitation, seasons and authored snow work are integrated alongside combat effects. Magic overflow has scoped native coverage. Player footsteps, ambient sound beds, door sounds and zone/solo-battle music have implementation work and recorded loading checks. The lighting has been retuned with a lower sun and a brighter sky fill, so the city’s stone reads at dusk instead of falling into black.
Next step
Continue storm sound, branching bolts, heavier rain and lighting integration. Repair snow edges, shadow warnings and sound placement, and verify the result through viewing and listening. NPC and monster footsteps, some music routing and final presentation remain open.
8 in progress
Show this track’s 8 entries ↓Validation & wider content
Where it stands
Native suites exercise the growing systems with and without rendering. Packaged checks cover selected entry, merchant, mission and persistence flows. Additional map layouts and asset libraries are preparation; they are not complete populated adventures.
Next step
Give each new feature relevant package coverage, then check a complete local session and close reported defects with fresh evidence. Expand places, services and story only after safe arrival, population, routes and saved progress are qualified. Personal approval remains separate from automated results.
1 tested in scope, 1 implemented, 7 in progress, 91 planned
Show this track’s 100 entries ↓- Local character entry, six starting-job kits and durable saved progress, with recorded packaged save-and-reopen checks.
- Sixteen-second crafting with interruption recovery, saved guild ranks, San d’Oria guild shops and Home Point registration and warps.
- Ranged attacks and ammunition, Signet, magic bursts, and expanded starting-job combat rules.
- Client-style NPC dialogue, choice and trade windows, plus decoded default conversations in the six-zone region.
- Kupipi and Excenmille summoning, dismissal, following, melee, supported healing, buffs, abilities and weapon skills in development builds. The complete companion experience still needs integrated playtesting.
- Rebuilding San d’Oria section by section on HD+ textures: 8 of 19 sections approved (6 of 11 south, 2 of 8 north).
- Qualify the implemented companion actions, quest acquisition and world continuity together; finish animation, effects and the remaining presentation work.
- Connect more quest and mission events to the dialogue, trade, journal and saved-progress systems.
- Rebuild the city and gate approaches while resolving floor coverage, open seams, exposed edges and forest collision failures.
- Refine interface details, character equipment, weather and audio; establish a small texture sample before a wider visual rollout.
- Qualify a complete local session through entry, travel, combat, NPC services, crafting and save/reload.
- Check the supported Trust actions and Excenmille’s qualifying Ronfaure call through a fresh complete-session playtest.
- Complete the remaining city and gate geometry checks before importing replacement sections into the playable region.
- Give each new system appropriate fresh package coverage, then retest controls, appearance, sound and reported defects by hand.
- Expand content and visuals from qualified samples, preserving recognizable layouts and dependable movement.
Implemented work has the scope described here. Native automated checks, packaged gameplay and my own playtest approval are separate milestones. Earlier packages do not qualify every later change, and known failures remain part of the work ahead. No overall completion percentage is implied.
All tracker entries
754 matching entries · Page 3 of 26
Systems · NPCs, story and questsStory runtime and event interpreterIn progress
The story foundation combines native quest rules, saved progress and the game’s own interpreter for decoded client event programs.
16 October 2026 The story foundation combines native quest rules, saved progress and the game’s own interpreter for decoded client event programs. Current NPC Talk routes can step through lines, menus, updates and endings, using the event’s own option values. Staging instructions for camera and motion are not yet presented. Quest- and mission-started events, more production callers and full end-to-end story delivery remain in progress.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
2 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Combat, jobs and monstersExperience and levels to 60In progress
Experience and level progression remain part of the admitted combat foundation.
16 October 2026 Experience and level progression remain part of the admitted combat foundation. The interface now has a provisional EXP/gil display, and the six starting-job rules have expanded. This does not establish a complete level-1-to-60 adventure, balanced progression through every zone, or full job and skill acceptance.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Recorded in scope
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
1 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Combat, jobs and monstersDrops and notorious monstersIn progress
Signet now controls the implemented crystal-drop rules, and selected notorious-monster rules have advanced alongside worms and Bigmouth Billy.
16 October 2026 Signet now controls the implemented crystal-drop rules, and selected notorious-monster rules have advanced alongside worms and Bigmouth Billy. Existing loot and saved-reward foundations remain. Every monster’s drops, placeholders, special behavior and ordinary acquisition loop still require separate admission and playtesting. The conquest tally remains deferred.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Recorded in scope
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
1 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Combat, jobs and monstersMonster spawns, behavior and pathingIn progress
Monster movement gained bounded navigation and lost-sight corrections while retaining strict floor and obstruction refusals.
16 October 2026 Monster movement gained bounded navigation and lost-sight corrections while retaining strict floor and obstruction refusals. Worms can burrow, become untargetable underground and resurface; their implemented moves and Bigmouth Billy’s spawn rules have native checks. Selected skeleton bodies and retail locomotion are admitted, but imported model libraries are broader than playable coverage. Worm presentation binding, unresolved spawn-floor cases, complete move sets and forest traversal still need work.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Recorded in scope
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
3 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Combat, jobs and monstersCombat loop, damage, TP and enmityIn progress
Combat now connects more of the melee, ranged, spell and saved-state loop.
16 October 2026 Combat now connects more of the melee, ranged, spell and saved-state loop. Skillchains can open qualifying magic-burst windows. Ranged shots use checked ammunition consumption, and saved ability recasts and knockout state survive re-entry. Companion lifetime and a narrow incoming Foot Kick scenario have additional coverage. Complete companion combat, every monster move, natural full-session behavior and physical playtesting remain open.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Recorded in scope
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
1 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Combat, jobs and monstersAbilities, spells and traitsIn progress
The admitted starting-job rules now include more abilities, traits, spells and weapon skills.
16 October 2026 The admitted starting-job rules now include more abilities, traits, spells and weapon skills. Monster casting respects implemented caster traits; elemental magic defense applies to the matching element. Signet provides its implemented bonuses and crystal-drop rules. Ranged actions, ammunition and magic bursts have additional checks. Era quest unlocks, remaining party effects and unsupported ammunition effects still need work. Implemented rules are separate from complete job-by-job playability.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
1 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Saves and itemsSave speed and batching before storage menusIn progress
Save batching and transaction handling now support more of the crafting, shop, ammunition and quest loop.
16 October 2026 Save batching and transaction handling now support more of the crafting, shop, ammunition and quest loop. Delayed results recheck the current character and saved revision before applying changes. I am continuing to verify responsiveness as more systems share the save service. These correctness improvements are not a measured frame-rate or loading-time improvement.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
5 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Saves and itemsCharacter select and creation screensIn progress
The title, character-selection and creation flow now supports starting jobs, appearance choices, creation recovery and entry using the selected saved character.
16 October 2026 The title, character-selection and creation flow now supports starting jobs, appearance choices, creation recovery and entry using the selected saved character. The six starting kits and starter-scroll learning are integrated. Earlier native and packaged checks cover the bounded frontend flow. Final scene presentation, other nation views and physical/visual approval remain unfinished. The playable race admission is still narrower than the race-preview library.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
6 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Economy and craftingOffline auction houseIn progress
A fixed-policy, opt-in development counter market is implemented for finding and purchasing admitted test items.
16 October 2026 A fixed-policy, opt-in development counter market is implemented for finding and purchasing admitted test items. Quote-bound payment and item grants, cancellation, repeated confirmation and persistence have automated and earlier packaged coverage. This is a development market, not a finished player auction economy. Catalog visibility does not make every item usable; unsupported equipment and effects remain excluded. The full offline auction-house experience is still in development.
Evidence and scope
Reviewed against the latest development status and the recorded checks for this feature. Automated results apply to the scenarios described here; they do not establish complete content, personal playtest approval or public readiness.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Economy and craftingCrafting and fishingIn progress
Crystal-driven synthesis now supports prepared recipes, quality results, material-loss rolls and saved skill gains.
16 October 2026 Crystal-driven synthesis now supports prepared recipes, quality results, material-loss rolls and saved skill gains. A craft takes sixteen seconds. Damage, knockout, travel or leaving can interrupt it; pending work after a crash resolves safely rather than granting a second result. Guild membership, Amateur–Veteran ranks, rank tests and skill caps are saved. The synthesis window has eight ingredient slots and working confirmation/cancellation. Correct crystal placement, synthesis animation and original guild dialogue still need refinement. Fishing remains unfinished.
Evidence and scope
The synthesis, save and guild slices passed their recorded native checks. The latest guild suite reported zero failures on 16 October. The older packaged crafting checkpoint predates the newest timing and guild work. Personal playtest approval is not recorded.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Ideas · Systems & gameplayState-aware activity journalPlanned
Show actually available progression from real character/story state, without reward grants or travel bypasses. Depends on the story authority and source admission.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayReward-free combat practicePlanned
Repeatable tests for combat and Trust behavior using isolated practice state with no loot or EXP leakage. Depends on working combat and explicit gameplay approval.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Visuals & atmosphereA signature Ronfaure environment benchmarkPlanned
Plan one representative view for grass, trees, rocks, water, weather and lighting. Preserve FFXI silhouettes and palette; compare matched captures before broad promotion. Depends on proven geometry and the recorded visual pace.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayLater expedition conceptsPlanned
Explore repeatable challenges after progression and battlefield foundations. Preserve the era limits; server level-99 variants are excluded from the first stage.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayOptional hunting contractsPlanned
I’m considering optional encounters using regional enemy families and rewards already in scope. This depends on combat and reliable reward handling. I still need to decide on the new gameplay rules before committing to them.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayPlayer housing & land: scope studyPlanned
I’d like to explore housing and land while keeping the current Mog House milestone. I still need to compare instanced housing, plot access and saved decorations. This remains a proposal; it does not expand the committed world or multiplayer scope.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayQuest recovery diagnosticsPlanned
Explain missing prerequisites and blocked quest state from the durable replay journal. No automatic skipping or reward repair; depends on story state and support UI.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · UI & controlsReadable retail-style UI variantsPlanned
I want to compare crisp 1440p text, scalable UI and accessible contrast while preserving FFXI’s hierarchy and command flow. I still need to collect reference examples and try the options on physical devices before choosing a final style.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Ideas · Systems & gameplayCrafting supply ordersPlanned
I’m considering a board for local gathering and crafting requests. This depends on crafting, shops already in scope, inventory and the shared clock. I still need to decide on the economic rules before committing to them.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios. This is a proposal, not a delivery commitment.
Testing · P2 / Seam layout usabilityThe Southern–Northern passage felt too long in my playtestPlanned
I found the connection between Southern and Northern San d'Oria too long during my playtest. The layout needs another pass. The current extension adds 192 metres of retail corridor modules and moves Northern by the same distance to prevent the districts overlapping. The measured minimum clearance was 188 metres, rounded to fit 8-metre module pairs. At the default run speed, the extension alone adds about 40 seconds each way. I had not approved its length or appearance, and this playtest highlighted the problem.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · World and travelMog HousePlanned
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · World and travelShips and airshipsPlanned
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Builds and testsFrame-rate measurementPlanned
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Systems · Economy and craftingDelivery boxPlanned
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · Treasures of Aht UrhganBLU · Blue MagePlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · AdvancedBRD · BardPlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · AdvancedBST · BeastmasterPlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · Treasures of Aht UrhganCOR · CorsairPlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · Wings of the GoddessDNC · DancerPlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Jobs · Rise of the ZilartDRG · DragoonPlanned
Checklist
- Unlock route · Planned
The unlock quest's steps and zones traced from the pinned scripts.
- Unlock quest · Planned
The unlock quest built and saved.
- Artifact quests · Planned
Artifact armor and weapon quests to level 60, with the zones they need.
- Abilities to 60 · Planned
Abilities, traits and spells to level 60 under today's retail rules.
- Acceptance · Planned
An automated run passes in a packaged build.
- Automated checks
- Not recorded
- Integration
- Not recorded
- Packaged checks
- Not recorded
- Independent review
- Not recorded
- My playtest
- I still need to playtest this
0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.
Project notes
Decisions
16 October 2026 I am keeping the project single-player first, with local companions and FFXI’s recognizable world and interface. The six starting jobs, era-based unlock routes, source-driven guilds, gil-priced Home Point warps and retail macro limits guide the current work. Unbuilt Config options stay visibly dimmed. There is no pause menu; logging out ends a session. World construction preserves layout before detail, and the West Gate’s approved direction is a walkable apron toward the future Ronfaure connection. Weather includes explicitly authored additions such as seasons and magic overflow. Automated success, packaged checks and my own approval remain separate. Public distribution, a release date and permission to redistribute assets are not established by this tracker.
Ideas
16 October 2026 Ideas remain proposals until I adopt them. Current implementation priorities are recorded in the systems, world and testing notes. A suggested feature, imported asset or research result is not a delivery commitment, a completed feature or a release promise.
Jobs
16 October 2026 The six starting jobs are selectable with starting kits and durable starter-scroll learning. Their admitted level-60-era abilities, traits, spells and weapon skills have received implementation and automated checks, with the approved Convert and Chi Blast exceptions and adopted retail numeric rules. Recent additions include ranged actions, magic bursts, saved ability recasts, elemental defense and caster-trait handling. Job changes, support-job unlocks and other unlock routes must follow their era quests. Party-dependent effects and complete job-by-job gameplay acceptance remain unfinished. A roster entry or implemented rules list does not mean every job is playable and approved.
Missions
16 October 2026 Mission 1-1 has a bounded accept, reminder, trade and reward path, with earlier packaged checks for Endracion’s interaction, cancellation, axe trade and saved rank progress. Test items used by those checks are setup, not proof of ordinary combat acquisition. The newer event interpreter supports default NPC conversations, while mission-started event routing, staging, camera work and complete mission playthroughs still need integration. The wider nation mission list remains planned content. I have not marked the entire mission library complete.
Overview
18 October 2026 The first San d’Oria and Ronfaure region is still unfinished. I am bringing its routes, buildings, population, encounters and supported interactions together into a dependable single-player session. Recent integrated development work expands quest interactions, original guild event sequences and the supported actions of Kupipi and Excenmille. Trust presentation now includes casting phases, interface help and arrival/departure effects, with remaining animation and visual limitations. The East gate approach has a reviewed modelling repair; it is not yet a newly qualified playable section. Construction, safe routes, content dependencies, fresh integrated packages and my own complete-session playtests remain separate work. There is no public download, testing signup or release date.
Plans
16 October 2026 My current priorities are dependable single-player systems, playable NPC and quest interactions, useful Trust companions and a safe, recognizable San d’Oria region. I am continuing the remaining companion combat, quest acquisition and event routing alongside city construction and a bounded texture study. The approved world direction preserves completed continuous connections, uses safe temporary transitions where necessary, and replaces those transitions as each join is qualified. The West Gate gets an authored walkable apron toward Ronfaure. Buildings must match the intended layout before detail work. Broader content and HD rollout follow verified samples and appropriate runtime checks. This tracker records scoped progress rather than a whole-game completion percentage or a release-date promise.
Quests
18 October 2026 More quest conversations, trades, key-item cases and saved-progress paths are implemented. Excenmille’s qualifying Ronfaure call is connected to the San d’Oria Trust quest. Original guild event sequences now support membership, rank tests and renouncement. A listed or implemented quest is not automatically completable in the current world. Missing locations, safe ground and item sources still block some routes. Remaining mission integration and full quest-by-quest playthroughs need their own checks; no complete quest library or first-region acceptance is claimed.
Systems
16 October 2026 Crafting now records a sixteen-second synthesis, material use, results and skill gains together, including interruptions and recovery after a crash. Guild membership, Amateur–Veteran ranks, rank tests and skill caps are saved. San d’Oria guild shops use stock, prices, opening hours and holidays. Home Points register on touch and save payment and destination together. Combat work includes ranged attacks and ammunition, caster traits, elemental defense, Signet and magic bursts. Menus gained inventory sorting/search, storage views, keyboard macros, retail Magic and Abilities layouts, and expanded item names and icons. The latest work adds client-style NPC event, choice and trade windows, decoded default conversations, and Kupipi/Excenmille summoning, release lines, early following and melee behavior. Their full combat decisions, quest acquisition and world continuity still need work. Fishing, the full economy and complete job parity are not finished. The newest changes have scoped native checks. Earlier packaged save results are retained separately and do not qualify every later addition. I still need to playtest these systems personally.
Testing
16 October 2026 Recent checks cover crafting and guild persistence, item transactions, ammunition, NPC events, quest-save identity, Trust placement, summoning, release, early following and melee behavior. Relevant native suites have passed with and without rendering, with earlier warnings and failed runs retained. The selected-save companion scenario now includes a real zone rabbit using Foot Kick through the normal update path, including a lethal kick and automatic cleanup. Its TP is controlled for the test. This is narrower than a complete natural combat session. An earlier fresh package passed 158 save-write checks and 44 independent reopening checks. These are checks, not 202 separate gameplay scenarios, and they predate the newest dialogue and Trust work. Physical controls, listening, final appearance, full-session playability and my approval remain separate. I am keeping world-route and geometry failures visible. I verified and archived superseded build payloads to restore development space while protecting source, saves, selected packages and failure evidence. This is build maintenance, not a game-performance improvement.
World
16 October 2026 The six-zone San d’Oria region remains the working setting. I am rebuilding editable city sections and gate approaches while preserving their recognizable layouts, landmarks and doors. Southern layout studies and parts of Northern San d’Oria have source and geometry checks, but they are not a finished imported city. Northern’s paired passage still fails a narrow floor-coverage check and retains open seams. The East approach has ground-quality and exposed-edge problems. The approved West design extends a walkable apron toward the future Ronfaure ring; that choice does not finish its construction or safety checks. A replacement forest-collision experiment still fails movement routes and remains outside the accepted build. Shadow warnings and snow presentation defects also remain open. Source geometry, safe traversal, lighting, content and my visual approval each require their own checks.
Beyond the next milestone
More places, quests, services and visual upgrades follow qualified local gameplay. Better water, foliage, lighting and materials should preserve FFXI’s recognizable layouts and atmosphere. The current texture work begins with a small sample before broader regional coverage.
A player-hosted co-op prototype for 2–4 people remains a later goal. Session flow, synchronized gameplay and recovery would need their own validation before invitations. There is no public download, testing signup or announced release date.
Read my open-source plans →