Development status · October 2026

EVILGARD / ROADMAP

The foundation is in place.
The adventure is growing.

A fully offline single-player RPG with the feel of classic MMOs. See what is already in place, what I am working on now and where the journey is intended to lead.

EVILGARD is being made by a solo developer. Early Access begins from mid-November 2026. This roadmap gives no fixed dates for later development milestones. Planned content may still change.

Implemented

What the adventure is built on.

These foundations are already in place. This does not mean that all the game content built on them is finished.

Implemented

Offline RPG & a persistent world

Single-player with no required server or cloud connection. Characters, inventory, equipment, experience, quests and world states persist. Morgenwacht already has a playable world foundation.

Implemented

Harvesting & resources

The core gathering system is implemented: resources share a persistent world state, disappear when gathered and return under controlled conditions. Protection against visible spawning and quest integration lay the groundwork for future crafting.

Implemented

Shinies & collection foundations

The technical foundation for collectibles and collections is in place. More themed collections still need to be developed. They remain optional and should never block progress through the main story.

Implemented

Tools for a growing world

A custom world editor supports terrain and vegetation editing, object alignment to the ground and saved changes with undo/redo. Morgenwacht is being expanded deliberately, sector by sector.

Currently expanding

Morgenwacht becomes an adventure.

The current focus is the world and handcrafted content: turning the playable foundation into a connected level 1–10 adventure.

Currently expanding

An unremarkable beginning

Your journey begins aboard a modest sailing boat. Morgenwacht has not been waiting for a chosen one: cargo, damaged nets and unusual deliveries need your attention first. Only gradually do the clues reveal a bigger picture.

Currently expanding

More life, quests & discoveries

The harbour, settlement, farm, wilderness and Alte Wacht are being connected through more quests, enemies, resources and loot. Countless secrets and hiding places should reward exploration – many of them far from obvious.

Currently expanding

Stories with their own voice

Dialogue and quests are written by hand. The world and its dangers are taken seriously, while classic RPG conventions occasionally receive a dry wink. There are no generatively produced live quests or NPC responses.

Planned

What still lies ahead.

The following systems and content are planned or still need further development and integration into the complete game world.

Planned

Classes & subclasses

The subclasses for the four core directions are defined:

  • Warrior: Shieldmaster, Shadow Warrior, Brawler
  • Mage: Wizard, Mentalist, Necromancer
  • Priest: Cleric, Druid, Shaman
  • Scout: Adventurer, Assassin, Bard

A class quest around level 15 is planned to introduce further specialisation. Further signature class moments are planned around levels 20, 30, 40 and 50.

Planned

Active crafting with professions

Active crafting at appropriate stations is planned, with progress, stability and responses to events. There is no separate crafting level: character level determines access to recipes. Recipes are unlocked through exploration, quests, trade and loot.

Planned

Dungeons & boss encounters

Plans include branching dungeons, named enemies, rare finds and encounters with distinct roles. Multi-phase bosses, additional enemies and changing arena mechanics are intended to follow. Visible ground markers will warn of attacks and allow time to dodge.

Planned

Four handcrafted companions

Heinrich as tank, Adelheid as healer, Leander as support and Marek as damage dealer remain firmly planned. As the story unfolds, they become full party members with their own stories, dialogue, personal quests, character development and intended roles in combat and the narrative. The revision of economic actors explicitly does not affect these story companions.

Planned

Economic actors & a living world

The revised concept introduces independent gatherers, traders and crafters: with real resources, rare finds, actual inventories and later participation in the market and crafting systems. Rest and everyday routines are as much a part of their lives as dangers in the wilderness. Calls for help are intended to trigger small regional events; nearby economic NPCs and patrolling road guards may assist. Guards can also help players in their vicinity. Autonomous quest or dungeon simulation is not planned for economic actors.

Planned

Polish & Early Access

A complete level 1–10 playthrough is to be balanced and polished. Further steps include testing economic actors and regional events against real content, more optimisation, performance work and preparing a distributable version.

EVILGARD / 01—50

A journey to level 50.

The planned main game extends beyond Morgenwacht. Later regions still have working names; their implementation belongs to the longer-term outlook.

  1. Level 1–10

    Morgenwacht

    Harbour island, wilderness, Alte Wacht and hidden stories.

    Currently expanding
  2. Level 10–20

    Grünhain

    Valleys, forests, ruins and threatened waystations.

    Planned
  3. Level 20–30

    Dornmark

    Borderlands, darker forests, watchtowers and sabotage.

    Planned
  4. Level 30–40

    Sonnenbruch

    Dry ruins, rare resources, relics and undead.

    Planned
  5. Level 40–50

    Nordwall / Veyr

    Mountains, passes and great fortresses.

    Planned

Beyond level 50, the world is intended to leave room for further regions, expeditions, class content and standalone stories.

The next major steps.

The planned sequence puts a complete Morgenwacht adventure first.

  1. Expand Morgenwacht with more explorable places and dungeons.
  2. Fill these places with enemies, loot, resources and meaningful encounters.
  3. Develop boss mechanics, phases and telegraphed area attacks.
  4. Connect the quests into a coherent level 1–10 adventure.
  5. Integrate active crafting with professions, recipes and a minigame.
  6. Balance and polish a complete level 1–10 playthrough.
  7. Develop economic actors against real content: gathering, inventories, rest periods, market and crafting integration, calls for help and assistance from nearby NPCs and road guards.
  8. Complete performance, packaging and Early Access preparation.