VanaUnrealDevelopment journal
Progress & Roadmap · Reviewed 1 November 2026

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.

754Tracked entries
55In progress
4Implemented
11Tested in scope
0Playtested and approved

Mission: Rebuild San d’Oria

Full progress →
8 / 19San d’Oria sections approved
Southern San d’Oria6 / 11
Northern San d’Oria2 / 8

Sections approved on the development map. The city is not playable as a whole yet.

Quest log

Tested in scopeImplementedIn progressPlannedOut of scope
Rebuild in progress20 entries

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 ↓
Implemented in scope4 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 ↓
Playable foundations28 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 ↓
Early behavior implementedno entries yet

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.

Routing in progress574 entries

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 ↓
Tested foundations10 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 ↓
Refinement in progress10 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 ↓
Qualification in progressno entries yet

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.

Implemented; polish ahead8 entries

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 ↓
Ongoing checks100 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 ↓
Built so far Implemented in scope
  • 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.
Working on now In progress
  • 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.
Next priorities Up next
  • 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.
Testing and personal playtests

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

574 matching entries · Page 7 of 20

Quests · JEUNOA Quaternary Trial in TandemPlanned

Automated checks
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Packaged checks
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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.

Quests · JEUNOA Trial in Tandem RevisitedPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOAll in the CardsPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMartial MasteryPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOVw Op 115 Valkurm DusterPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOVw Op 118 Buburimu SquallPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOTenshodo MembershipPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOPrelude to PuissancePlanned

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I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOFull Speed AheadPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Lost CardianPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOPath of the BeastmasterPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOA Clock Most DelicatePlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOPath of the BardPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe ClockmasterPlanned

Automated checks
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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOCandle MakingPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOChild's PlayPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNONorthwardPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Antique CollectorPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNODeal with TenshodoPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Gobbiebag Part IPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Gobbiebag Part IiPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Gobbiebag Part IiiPlanned

Automated checks
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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOSave the Clock TowerPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOThe Gobbiebag Part IvPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMysteries of Beadeaux IPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMysteries of Beadeaux IIPlanned

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I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMystery of FirePlanned

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I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMystery of WaterPlanned

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I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMystery of EarthPlanned

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My playtest
I still need to playtest this

0 linked evidence records reviewed for availability. Passing checks apply only to their recorded scenarios.

Quests · JEUNOMystery of WindPlanned

Automated checks
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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.

Single-player first; co-op later

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 →