Player Character & Movement
In ProgressCore third-person character with Enhanced Input, platforming and combat variants.
Base character exists; variant modules for platforming, combat, and side-scrolling.
Survive, rebuild, and navigate a fractured open world
Core third-person character with Enhanced Input, platforming and combat variants.
Base character exists; variant modules for platforming, combat, and side-scrolling.
Perception, decision-making, and expressive motion that drive believable NPC behavior.
StateTree and GameplayStateTree plugins enabled.
NPC daily routines, life stations, mind states, and director subsystem for population behavior.
Spoken dialogue and voice-driven interactions for NPCs.
Voice and dialogue pipeline in progress.
Hovering drone companion with follow behavior and hover physics; will join the unified NPC society (perception, faction, conversation).
Advanced character animation pipeline with responsive motion blending.
PCG-driven city lots, geometry buildings, roads, parks, street props, and streaming.
Landscape splines and procedural road network generation across the open world.
Directs NPC population density and placement within generated city zones.
Dynamic level loading and world streaming subsystem.
Configurable spawn zones for enemies, resources, and events.
Universal interact component for props, doors, and world objects.
Sprinkler rails, hydroponic systems, and survival farming mechanics.
Combat-focused character variant with dedicated combat, animation, and UI modules.
In-game heads-up display with survival stats and world information overlay.
Advanced water simulation with buoyancy physics for boats and floating objects.
Water, WaterAdvanced, and Buoyancy plugins enabled.
Connect Unreal Engine to the live development roadmap website.
WebAPI and RemoteControl plugins enabled. HTTP + Json modules in Build.cs.
Online co-op survival gameplay.
OnlineSubsystem not yet wired in Build.cs.
Full architecture for making all NPC systems act as one society: layered agent + a world Society subsystem.
Docs/FS3_Unified_NPC_Architecture.md - approved, phased. Governing rule: rumors spread only through conversation.
World-level coordinator: conversation orchestrator, shared Ollama queue, faction/relationship registry, group/job coordinator. Connects every NPC without being a knowledge oracle.
Built: UFSSocietySubsystem reads faction/identity from UFSFactionComponent; added GetRegisteredAgents + GetAgentsNear (for conversation pairing/threat response).
NPCs hold spoken, LLM-driven conversations with each other - the transport layer for the world's information.
Knowledge is local: an NPC knows a fact first-hand only if it witnessed it; everything else is passed down through conversation, with provenance and confidence. No global broadcast. NPCs can deliberately lie.
Phase 1 data model built: UFSRumorMemoryComponent - AddWitnessed (first-hand), LearnFrom (verbatim content, hop+1, confidence*=trust), AddFabricated (deliberate lie), GetShareableRumors, BuildRumorContext for the LLM. Self-contained. Needs wiring to perception + brain next.
Faction identity (Citizen/Companion/Robot/Outlaw/Player) plus a relationship graph with disposition and familiarity that drift from events and conversation.
Built: UFSFactionComponent (drop-on-NPC faction + auto-registers owner with Society subsystem) + faction disposition matrix + per-agent relationship drift. Needs compile+restart, then add component to NPCs.
NPCs cooperate on jobs and threats - build together, defend or flee as a group - via a shared job board and role assignment.
Merge the separate task-worker AI and the cognitive mind into one layered agent (Body / Perception / Mind / Life) so every NPC can both think and act.
This page is driven by a live REST API. Our development tools push progress straight to it as the game gets built โ no manual edits.
The game project posts build progress via the HTTP + WebAPI plugins already wired into the editor.
Feature status and notes update automatically as each system is implemented, built, and tested.
This page auto-refreshes every 20 seconds, so what you see is the real state of the build.
# Mark a feature in progress
curl -X PATCH https://fracturedsurvival.net/api/roadmap/items/procedural-city \
-H "Authorization: Bearer $ROADMAP_API_KEY" \
-H "Content-Type: application/json" \
-d '{"status":"in_progress","progress":65,"notes":"District streaming wired"}'
# Bulk sync from the game project
curl -X POST https://fracturedsurvival.net/api/roadmap/sync \
-H "Authorization: Bearer $ROADMAP_API_KEY" \
-H "Content-Type: application/json" \
-d '{"items":[{"id":"procedural-city","progress":65,"status":"in_progress"}]}'