Roadmap
The path to release
Four phases stand between the current build and a shipped game. Each one below says what it is for and what has to be true before it closes, because that is the part we can be held to — a date attached to any of them today would be a guess dressed up as a commitment.
The Last Fairytale has no announced release date. When timing is set, it will be announced here and in the developer log rather than implied by this page.
Where the build stands now
The build is playable end to end. A player can take a contract in town, travel out, investigate, survive the encounter, and return with progress intact. Roughly 300 C++ source files back the systems below, with around 120 data assets and blueprints layered on top. It is not a vertical slice assembled for a pitch; it is the architecture the finished game runs on, which is why the phases that follow are about depth and proof rather than about building the loop from scratch.
Make the loop complete and repeatable, not just demonstrable.
Already running
- Contract generation and the mission board, with hunt modifiers and reward payloads driven by data rather than script.
- The evidence chain — residue traces, the looking glass, the listening horn, tracks, and sky and moon conditions — feeding an in-game notebook the party commits an identification against.
- Monster behavior profiles, personalities, and pressure kits layered over StateTree AI.
- The town hub: building plots and upgrades, crafting, storage, the tavern, decoration, and cosmetics that persist as the settlement is rebuilt.
- Villager generation from archetypes and traits, recruitment after missions, and dialogue trees that carry conversation state forward.
- Server-authoritative co-op on Epic Online Services, with a save system covering campaign and device-level state.
Still ahead
- Widening the bestiary past the first creature families.
- Tuning contract trait ranges so the same creature type does not read as the same job twice.
- A first pass on the economy between what a hunt returns and what a building level costs.
Closes when
A player can run several contracts in sequence without hitting a dead end or a placeholder.
Find out where the loop breaks for players who did not build it.
Already running
- Invite-only co-op sessions, distributed through the player accounts and build access already running on this site.
Still ahead
- Mission pacing: whether a contract holds its tension from the notice board to the walk home.
- Whether the evidence reads clearly enough to commit to an identification under pressure, or whether players are guessing.
- How the morality score feels in practice once it is gating crafting recipes, trade goods, and how the town speaks to you.
Closes when
Sessions run without the studio in the room, and the feedback stops being about confusion and starts being about balance.
Add depth and variety on top of a loop that already works.
Still ahead
- More biomes and creature families, and longer story arcs across a campaign.
- Branching contract outcomes that carry further into the town than a single reward payload.
- Performance and stability work on server-authoritative multiplayer under real session loads rather than test ones.
Closes when
Two players' campaigns diverge meaningfully from the same starting town.
Turn a complete game into a shipped one.
Still ahead
- Full narrative progression end to end.
- A polish and performance pass across the hunt maps and the town hub.
- Platform and release work — PC first, with console planned.
Closes when
The game is on a storefront and the studio has shipped its first commercial title.
Follow along
Watch the phases close in real time
Milestones are documented as they land rather than summarised afterward. The developer log covers the work in progress, the features page lists only what is implemented and playable today, and a player account puts you in line for the alpha invitations in phase two.