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.
Development status · October 2026
EVILGARD / ROADMAP
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
These foundations are already in place. This does not mean that all the game content built on them is finished.
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.
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.
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.
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
The current focus is the world and handcrafted content: turning the playable foundation into a connected level 1–10 adventure.
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.
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.
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
The following systems and content are planned or still need further development and integration into the complete game world.
The subclasses for the four core directions are defined:
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.
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.
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.
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.
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.
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
The planned main game extends beyond Morgenwacht. Later regions still have working names; their implementation belongs to the longer-term outlook.
Harbour island, wilderness, Alte Wacht and hidden stories.
Currently expandingValleys, forests, ruins and threatened waystations.
PlannedBorderlands, darker forests, watchtowers and sabotage.
PlannedDry ruins, rare resources, relics and undead.
PlannedMountains, passes and great fortresses.
PlannedBeyond level 50, the world is intended to leave room for further regions, expeditions, class content and standalone stories.
The planned sequence puts a complete Morgenwacht adventure first.