Development progress

Building Vana’diel

Explore the work by system, place and story. Each entry has its own scope and testing status.

754Tracked entries
28In progress
4Implemented
11Tested in scope
0Playtested and approved

These are record counts, not a game completion percentage. Imported areas, connected travel, completed content and hands-on acceptance are different milestones. Baseline entries can lag current development; dated section notes explain the latest reviewed work.

92 matching entries · Page 3 of 4

World · TRANSPORTShip bound for SelbinaPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTShip bound for MhauraPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTSan d'Oria to Jeuno airshipPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTBastok to Jeuno airshipPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTWindurst to Jeuno airshipPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTShip bound for Selbina (pirates)Planned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · TRANSPORTShip bound for Mhaura (pirates)Planned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · SANDORIASouthern San d'OriaPlanned

Joined to Northern San d'Oria and walked both ways. The Ronfaure gates are temporary teleports. Content list drafted (version 0.1, not frozen); art exported for 102 NPC entries.

Checklist

  • Walkable ground · In progress

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · In progress

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · In progress

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · In progress

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · In progress

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · SANDORIANorthern San d'OriaPlanned

Joined to Southern San d'Oria and walked. West Ronfaure (2 gates) and Port are temporary teleports; the Chateau door is not built.

Checklist

  • Walkable ground · In progress

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · In progress

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · In progress

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · In progress

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · SANDORIAPort San d'OriaPlanned

Northern San d'Oria is a temporary teleport; the Mog House door and the airship are not built.

Checklist

  • Walkable ground · In progress

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · SANDORIAChateau d'OraguillePlanned

The door from Northern San d'Oria is not built yet. I chose to connect the entrance hall physically first.

Checklist

  • Walkable ground · In progress

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · BASTOKBastok MinesPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · BASTOKBastok MarketsPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · BASTOKPort BastokPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · BASTOKMetalworksPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · WINDURSTWindurst WatersPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · WINDURSTWindurst WallsPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · WINDURSTPort WindurstPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · WINDURSTWindurst WoodsPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · WINDURSTHeavens TowerPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JEUNORu'Lude GardensPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JEUNOUpper JeunoPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JEUNOLower JeunoPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JEUNOPort JeunoPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · ZULKHEIMSelbinaPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · KOLSHUSHUMhauraPlanned

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JOBROUTENorgPlanned

Rise of the Zilart zone, needed for the SAM, NIN unlock quest (). Only what the unlock needs comes in. The access route is still to trace.

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JOBROUTEWestern AdoulinPlanned

Seekers of Adoulin zone, needed for the GEO unlock quest (). Only what the unlock needs comes in. The access route is still to trace.

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JOBROUTEAht Urhgan WhitegatePlanned

Treasures of Aht Urhgan zone, needed for the BLU, COR, PUP unlock quest (). Only what the unlock needs comes in. The access route is still to trace.

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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.

World · JOBROUTEArrapago ReefPlanned

Treasures of Aht Urhgan zone, needed for the COR, PUP unlock quest (). Only what the unlock needs comes in. The access route is still to trace.

Checklist

  • Walkable ground · Planned

    Every route and collision sample passes: no falls, holes or invisible walls.

  • Logical zone · Planned

    Zone data authored; entering and leaving fire once at each boundary.

  • Exits · Planned

    Each exit has a qualified continuous join, a safe temporary transition, or a closed boundary.

  • Presentation · Planned

    Location name, day and night music, ambience and weather from retail data.

  • NPC inventory · Planned

    Every retail NPC entry classified: person, door or object, hidden, or out of era.

  • NPCs in place · Planned

    Retail position, facing, look, idle and name; each one targetable.

  • Dialogue · Planned

    Each NPC's script and retail text play through the dialogue screen.

  • Quest inventory · Planned

    In-era quests with a start or step here are listed with steps, zones and rewards.

  • Quests · Planned

    Each quest works start to finish, with saved progress and one-time rewards.

  • Services · Planned

    Shops, guild vendors and conveniences work, or are listed as blocked.

  • Acceptance · Planned

    A packaged-build run covers every route, NPC, quest step, service, save and reload.

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

The initial playable target is pre-Zilart content at level 60 with recorded exceptions and a documented mix of era and current balance rules. Controls and presentation follow the retail client. Continuous joins already completed are retained; safe temporary zone transitions are permitted while playability is established. The first multiplayer target is 2–4 players in a player-hosted prototype. Spell visuals are staged: retail casting motions, interim spell effects, then faithful decoded effects. Proposals, automated test results and final acceptance remain separate. Public progress reporting does not imply a downloadable build or a release date.

Ideas

Nine proposals are recorded separately from delivery progress. Possibilities include environment improvements, accessibility and readable presentation, housing research, activity tracking, practice tools and optional quality-of-life features. A proposal's presence does not mean it has been approved or implemented. Each needs an explicit scope, player benefit, dependencies and acceptance criteria before it changes the development commitment.

Jobs

The planning roster contains 22 jobs with documented exceptions to the initial era target. Starting-job unlock exemptions are excluded from progress: 12 checklist steps are not applicable and 98 remain to do. The roster and source catalogs do not mean every job, ability, spell, trait or unlock route is playable. New combat and magic work is tracked separately while full job progression and acceptance remain open.

Missions

The inventory contains 36 nation missions with separate story, text, encounter, reward and acceptance steps. Source scripts and tested story/save foundations do not establish playable mission completion. The recorded mission checklist has no tested steps; 36 encounter steps are deferred. Full prerequisite routes, progression, rewards and playable mission acceptance remain to be demonstrated.

Overview

The current milestone is a playable San d'Oria region, with pre-Zilart content and a level-60 target plus approved exceptions. Work covers local accounts and saves, retail-style controls and menus, combat and magic, safe travel, and source-backed world assets. Existing continuous joins are retained; safe temporary zone transitions are allowed elsewhere while the game takes shape. Automated checks and selected packaged save/spell checks have passed at recorded checkpoints. Complete regional gameplay, physical-device testing, connected multiplayer and final visual acceptance remain open. These tracker counts describe recorded work, not an overall game-completion percentage.

Plans

Priorities are safe regional travel, the combat/loot/progression/save loop, faithful controls and UI, and source-backed content. The first connected multiplayer target is a player-hosted prototype for 2–4 players; dedicated hosting follows later. No connected-client result has been established. Additional zones can be prepared before every physical join is complete, but each destination still needs safe placement, correct identity and packaged travel checks. Visual upgrades and later eras remain separately staged.

Quests

The source inventory contains 533 quest records: 31 classified in scope, 14 excluded and 488 awaiting classification. None is recorded as tested. Unclassified entries are not a fixed delivery denominator. Each admitted quest needs its prerequisites, dialogue, objectives, rewards, save behavior and playable route checked before completion is claimed.

Systems

Local persistence, controls, retail-style UI and the combat framework have implementation and test evidence. The reviewed main checkpoint passed 585 headless and 596 offscreen tests, including one and two warning results respectively, with no failed or unrun tests. A newer development-branch checkpoint passed 592 headless and 604 offscreen tests, each with one warning; it adds Drain/Aspir, enspells and initial retail casting motions. That newer work was not included in the reviewed main package. Spell effects, remaining magic groups, complete progression and end-to-end player acceptance are still being developed.

Testing

This public snapshot was checked against all 764 tracker records, 388 evidence links and selected retained test reports. All 174 distinct evidence paths were present, and all 101 distinct populated commit references resolved. This was a records and retained-evidence review, not a new game test run. The reviewed main package passed 41 save-write, 28 save-reopen, 43 self-magic and 43 enemy-magic checks. Those checks do not establish full regional gameplay, physical controls, connected co-op, final visuals or release readiness. I have not recorded final playtest approval for any entry in this snapshot.

World

The tracker includes 92 zone records and a six-zone San d'Oria regional import. Import, collision, safe travel, population, packaged gameplay and final acceptance are separate milestones. Current planning retains the West/East Ronfaure and Southern/Northern San d'Oria continuous joins and permits safe temporary boundaries elsewhere. An isolated East Ronfaure river candidate passed four direct collision observations; it has not replaced the production map and does not establish walkable water or monster placement. Character and monster fidelity, materials, remaining routes, weather, water and regional traversal still need further checks.