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Roadmap

Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.

Systems Section 15 / 20

Bosses

Scripts, drops, instances, and deaths that do not wipe progress unfairly.

21% 2 live · 15 building · 24 planned

Intro & mid

  • Obor / BryophytaPlanned
  • BarrowsBuildingRun tracking, random tunnel brothers, Prayer drain, reward potential and chest reward rules are implemented. The playable crypt and tunnel route is still being connected.
  • Kalphite QueenPlanned
  • King Black DragonBuildingThe public lair now has its stock lever route, 5x5 KBD spawn, weighted melee and four-breath combat, antifire protection, poison, freeze, stat drain, death/respawn, boss drops, and the automatically insured Prince black dragon roll.
  • Giant MolePlanned
  • SarachnisBuildingSolo encounter core: stock stats, style choice, webs, healing, two spawn waves, loot, Sraracha, and direct lair teleport.
  • Grotesque GuardiansPlanned
  • The GauntletBuildingSolo instance maps, room discovery, the preparation timer and temporary equipment handling are connected. Preparation, crafting, Hunllef mechanics and unique reward rolls have tested encounter logic; a complete playable run remains in progress.
  • ZalcanoBuildingThe shared encounter connects mining, refining and throwing tephra, armour breaks, hazards, the golem, contribution-based rewards and the pet roll. Entrance and reward delivery are wired; full client verification remains.

Main bosses

  • God Wars Dungeon0 / 6
    • General GraardorPlanned
    • Kree'arraPlanned
    • Commander ZilyanaPlanned
    • K'ril TsutsarothPlanned
    • NexPlanned
    • Ecumenical keys / killcountPlanned
  • ZulrahBuilding
  • VorkathPlanned
  • CerberusBuildingCerberus is spawned and combat-defined with her 5x5 footprint, stock stats, six-tick three-style ordinary attacks and projectiles, live magic-ranged-melee triples, the stock attack-counter priority model, soul prayer/damage checks with live Spectral and Elysian modifiers, one player-targeted lava pool, the 130-weight main drop table, independent head/clue/jar tertiaries, and the 1/3,000 Hellpuppy roll.
  • KrakenLiveKraken is live in the public Kraken Cove arena with four disturbable tentacles, fishing-explosive awakening, independent typeless attacks, stock damage restrictions, drops, reset, and pet roll.
  • Alchemical HydraPlanned
  • Nightmare / Phosani0 / 2
    • The NightmarePlanned
    • Phosani's NightmarePlanned
  • Phantom MuspahPlanned
  • DT2 bosses0 / 4
    • Duke SucellusPlanned
    • The LeviathanPlanned
    • The WhispererPlanned
    • VardorvisPlanned

Wilderness bosses

  • CallistoPlanned
  • VenenatisPlanned
  • Vet'ionPlanned
  • Revenant cavesPlanned
  • Wilderness slayer bossesPlanned
  • Crazy archaeologistLiveAvailable for the production playtest through Bosses → Classic → Crazy archaeologist. Includes normal attacks, explosive books, protection prayers, loot, collection log progress, kill-count achievements and respawn. Private client testing completed; further playtest feedback is welcome.

Boss setup

  • Ritual world boss: concept and animationBuildingOriginal Forsaken and Tribute Colossus models, an idle/slam animation study and a slam-effect preview are authored and preserved. The encounter is not yet playable.
  • Private, public, and group instances with clear ownershipBuildingPublic boss arenas, solo Gauntlet instance maps and party-owned Chambers regions are implemented.
  • Drop tables, uniques, broadcasts, and collection-log attributionBuildingKBD, Sarachnis, Cerberus, Kraken and Zalcano have reward and pet hooks. Barrows, Gauntlet and Colosseum reward rules also exist as encounter logic.
  • Killcounts, personal-best time, and leaderboardsBuildingKraken kill progress is tracked for supported Combat Achievements and persists with achievement progress.
  • Phase, movement, prayer, gear, and damage checks that cannot be skippedBuildingDragonfire protection, Sarachnis webs and adds, Cerberus attack sequences, Kraken damage restrictions and Zalcano phases are implemented.
  • Disconnect, death, re-entry, and loot handling that cannot soft-lock a killBuildingAccount-owned ground loot survives reconnects. Public encounter reset paths, Gauntlet loadout restoration and Chambers death/disconnect handling are implemented.
  • Keys, kill count, quest gates, fees, and clear entry feedbackBuildingKBD levers, Cerberus passage, Kraken entrances and level checks, Zalcano entry checks and both Gauntlet entrances have routes.
  • Solo and group scaling, supply pressure, and reward-rate verificationBuildingZalcano has shared contribution and reward rules; Chambers has party scaling. Boss damage and reward rules have automated coverage.