FSFractured Survival 3Development RoadmapLive ยท synced 2 hr ago
โ—† Live build tracker

Building a fractured world
in real time.

Survive, rebuild, and navigate a fractured open world

Unreal Engine 5.825 features trackedUpdated live as we build
36%
Overall
1
Done
15
In Progress
9
Planned
0
Blocked
Overall project completion36%
1 done15 in progress0 blocked9 planned
Status
Area

Feature Roadmap

25 of 25 shown

Player Character & Movement

In Progress

Core third-person character with Enhanced Input, platforming and combat variants.

Core Systemscritical#character#input#movement
Progress70%
1 source file

Base character exists; variant modules for platforming, combat, and side-scrolling.

NPC Behavior System

In Progress

Perception, decision-making, and expressive motion that drive believable NPC behavior.

NPCs & Charactershigh#npc#behavior#state-tree
Progress55%
3 source files

StateTree and GameplayStateTree plugins enabled.

Citizen Life Simulation

In Progress

NPC daily routines, life stations, mind states, and director subsystem for population behavior.

NPCs & Charactershigh#npc#simulation#citizens
Progress40%
4 source files

NPC Voice & Dialogue

Planned

Spoken dialogue and voice-driven interactions for NPCs.

NPCs & Charactersmedium#voice#dialogue#npc
Progress15%
1 source file

Voice and dialogue pipeline in progress.

Drone Companion

In Progress

Hovering drone companion with follow behavior and hover physics; will join the unified NPC society (perception, faction, conversation).

NPCs & Charactersmedium#drone#companion#society
Progress50%
3 source files

Character Animation System

In Progress

Advanced character animation pipeline with responsive motion blending.

NPCs & Charactersmedium#animation#motion#character
Progress35%
2 source files

Procedural City Generation

In Progress

PCG-driven city lots, geometry buildings, roads, parks, street props, and streaming.

World & Environmentcritical#pcg#city#procedural
Progress60%
4 source files

Procedural Road Network

In Progress

Landscape splines and procedural road network generation across the open world.

World & Environmenthigh#roads#landscape#splines
Progress45%
3 source files

City Population Director

Planned

Directs NPC population density and placement within generated city zones.

World & Environmentmedium#population#city#director
Progress20%
1 source file

Level Streaming & Loader

In Progress

Dynamic level loading and world streaming subsystem.

World & Environmenthigh#streaming#levels#world
Progress50%
1 source file

Spawn Zones

Planned

Configurable spawn zones for enemies, resources, and events.

World & Environmentmedium#spawning#zones
Progress25%
1 source file

Interaction System

In Progress

Universal interact component for props, doors, and world objects.

Core Systemshigh#interaction#gameplay
Progress65%
2 source files

Hydroponics & Farming

In Progress

Sprinkler rails, hydroponic systems, and survival farming mechanics.

Survivalhigh#farming#hydroponics#survival
Progress40%
2 source files

Combat Gameplay Variant

Planned

Combat-focused character variant with dedicated combat, animation, and UI modules.

Combathigh#combat#variant
Progress20%
1 source file

Visor HUD

In Progress

In-game heads-up display with survival stats and world information overlay.

UI & HUDmedium#hud#ui#visor
Progress30%
1 source file

Water & Buoyancy Systems

Planned

Advanced water simulation with buoyancy physics for boats and floating objects.

World & Environmentmedium#water#buoyancy#physics
Progress10%

Water, WaterAdvanced, and Buoyancy plugins enabled.

Roadmap API Integration

In Progress

Connect Unreal Engine to the live development roadmap website.

Core Systemshigh#api#webapi#integration
Progress80%

WebAPI and RemoteControl plugins enabled. HTTP + Json modules in Build.cs.

Multiplayer / Co-op

Planned

Online co-op survival gameplay.

Multiplayerlow#multiplayer#online
Progress0%

OnlineSubsystem not yet wired in Build.cs.

Unified NPC Society (Design)

Done

Full architecture for making all NPC systems act as one society: layered agent + a world Society subsystem.

NPCs & Charactershigh#design#architecture#society
Progress100%

Docs/FS3_Unified_NPC_Architecture.md - approved, phased. Governing rule: rumors spread only through conversation.

NPC Society Subsystem

In Progress

World-level coordinator: conversation orchestrator, shared Ollama queue, faction/relationship registry, group/job coordinator. Connects every NPC without being a knowledge oracle.

NPCs & Charactershigh#subsystem#coordinator#society
Progress28%

Built: UFSSocietySubsystem reads faction/identity from UFSFactionComponent; added GetRegisteredAgents + GetAgentsNear (for conversation pairing/threat response).

NPC-to-NPC Conversation

Planned

NPCs hold spoken, LLM-driven conversations with each other - the transport layer for the world's information.

NPCs & Charactershigh#conversation#dialogue#ollama
Progress5%

Rumor Propagation

In Progress

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.

NPCs & Charactershigh#rumors#memory#provenance
Progress20%

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 & Relationship System

In Progress

Faction identity (Citizen/Companion/Robot/Outlaw/Player) plus a relationship graph with disposition and familiarity that drift from events and conversation.

NPCs & Charactershigh#faction#relationships#reputation
Progress32%

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.

Group Task Coordination

Planned

NPCs cooperate on jobs and threats - build together, defend or flee as a group - via a shared job board and role assignment.

NPCs & Charactersmedium#coordination#groups#jobs
Progress3%

Unified NPC Brain Stack

Planned

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.

NPCs & Charactershigh#brain#unification#architecture
Progress5%

A roadmap that updates itself

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.

๐ŸŽฎ

Unreal Engine

The game project posts build progress via the HTTP + WebAPI plugins already wired into the editor.

๐Ÿ› ๏ธ

Build pipeline

Feature status and notes update automatically as each system is implemented, built, and tested.

๐Ÿ”„

Live sync

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"}]}'