Roadmap & Status
Roblade uses a phase-based roadmap rather than fixed dates for every feature. This page explains how the game is built, where each phase stands today, and exactly what is live right now.
How we build
Roblade is built in layers, starting from the smallest sustainable loop: enter the world, own Land, gather and produce, construct and upgrade, and develop a recognizable territory. Social and economic systems are added only after the foundation can support them. Each layer is proven in the live game before the next one is built on top of it.
Real territories teach us what design documents cannot. Large territories create demand for decoration, navigation, storage and administration. Resource accumulation creates demand for processing and trade. Community formation creates demand for kingdom tools. Smaller releases let us validate whether players actually use each layer before adding complexity.
The world is built first; tokens come only when they have something real to represent. Roblade does not launch every planned kingdom, governance and token feature at once. Names, numerical requirements and implementation details may change as testing improves the path, while the core vision stays stable. Documentation always distinguishes what is live from what is planned — see Status labels below.
The five phases
Phase I — World Foundation (Live). The core world: wallet identity and Guest Mode, on-chain Land ownership, building and upgrades, workers and build queues, gathering, crops, ranch animals, and the resource, Gold and XP systems. This phase is live on Robinhood Chain mainnet and continuously improving. Start with How to Play.
Phase II — Living Lands (In Development). Making larger territories more expressive and economically connected: richer farming and ranching systems, selling produce for Gold and processing loops, player-to-player trading, building movement, and clearer stats and limits visibility. This is the current development direction — see Resources & Economy.
Phase III — Kingdoms (Planned). Turning mature personal territories into community systems: Town Hall, kingdom founding, citizens and landholders, Pledge Land, Kingdom Contribution, public construction, kingdom profiles, progression, roles and basic governance. See Kingdoms: Founding & Progression and Citizens & Governance.
Phase IV — Kingdom Economies (Planned). Shared infrastructure and specialization: Kingdom Warehouse, Royal Market, Kingdom Quests, Treasury, inter-kingdom trade, specializations and Kingdom Credits. Planned after core kingdom validation — see Kingdom Economy.
Phase V — Civilization & Token Forge (Long-Term Vision). Advanced relationships between mature kingdoms: alliances, world-scale public projects, ports and trade routes, advanced governance, Token Forge eligibility and qualified Kingdom Tokenization. See Kingdom Launchpad and The Roblade Vision.
Live today
The following is live in the public game on Robinhood Chain mainnet:
- On-chain Land — Land NFTs (ERC-721) with map coordinates as tokenIds, purchasable in ETH across a world of 1,000,000 plots. Wallet sign-in via SIWE, plus Guest Mode for exploring without a wallet. See The Land Contract and World, Land & Territories.
- Farming — 21 crops, level-gated from L1 to L16, with the full plant → grow → harvest → warehouse loop. See Farming.
- Ranching — 8 feed-driven animals, each producing a primary product, most with a bonus product as well. See Ranching.
- Buildings — roughly 35 buildings and decorations across housing (house tiers 1–5, worker capacity, warehouse and farm bonuses), production (sheep farm, gold mine, monastery), military-themed structures (decorative in V1), prestige buildings and decorations. Construction is timed, building counts are capped per level, and demolish, purchase and rename actions are wallet-signed via EIP-712. See Buildings & Workers.
- Shared world — a persistent multiplayer world with real-time player presence, shared tree and rock gathering, territory score, and chat channels for world, trade and help.
- Economy — NPC orders, monastery wool-to-Gold exchange, and an ETH ↔ Gold exchange with a level-based fee. See Resources & Economy.
- Progression — 20 player levels with XP, daily diminishing XP returns, and level gifts. See Progression.
Exact live values (costs, timers, level requirements) are maintained in the Player Handbook .
In development and planned
In development (Phase II — Living Lands):
- richer farming and ranching systems;
- selling produce for Gold and processing loops;
- player-to-player trading;
- building movement;
- stats and limits visibility (daily action counts, building and storage caps).
These priorities may change based on testing and player feedback.
Planned: the Kingdom System (Phase III) and Kingdom Economies (Phase IV).
Long-term: the Kingdom Launchpad and player-built civilization (Phase V).
A feature appearing on this page does not mean it is guaranteed to launch in its present form — see Important Information.
Status labels
These labels are used throughout the documentation:
- Live — available in the public game, though it may still be improved.
- Testing — available only to selected users, environments or limited releases.
- In Development — actively being built or prepared; scope may still change.
- Planned — accepted as a direction, but not yet available.
- Long-Term Vision — a strategic or experimental concept without a near-term launch commitment.
- Paused — work has stopped temporarily; it may return later.
- Changed — the earlier design has been replaced or materially revised.
The Player Handbook is the source for live controls, costs, timers and level requirements. This Project Documentation explains product intent and planned architecture; when the two differ on whether a feature is live, treat the Handbook and the game interface as the current operational source.