Development

Building Myriuna in the open.

Myriuna is a long-term product currently planned for active development through at least 2028. This page documents what has been built, what is being worked on now, and what is clearly planned for later development. Working capabilities and planned capabilities are presented separately. Nothing is described as available unless it has been implemented and verified.

MYRIUNA over a sunlit landscape of persistent villages and countryside

Current phase

Pre-production

Myriuna entered pre-production after its core gameplay systems became mechanically playable in a bare-bones campaign structure. The project has moved beyond proving ideas through hardcoded and mock-up behaviour and is now consolidating those ideas into permanent, systems-based engineering.

Some legacy prototype code remains and is planned for removal before production begins.

Working now

Mechanically playable campaign

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The core campaign structure is mechanically playable inside the prototype environment. Persistent systems now replace much of the earlier hardcoded and mock-up behaviour.

Campaign creation and selection are not yet user-facing capabilities. Switching campaigns currently requires direct database insertion.

In development

Permanent data transition

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The remaining flat-file JSON prototype behaviour is being transferred into strict SQL-backed database schemas. The first module's version-zero dataset is approximately 60–70% complete.

Design direction

First narrative-driven world

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The first narrative-driven campaign is planned around approximately 50 villagers. The player will enter as one member of the cast rather than directing an LLM, assistant, or chat session from outside the world.

Verified progress

Milestones already reached

These are completed development thresholds rather than future promises. Each one changed what the project could responsibly claim about its current state.

Prototype phase
Core behaviour proven

Hardcoded and mock-up systems were used to test the product's foundational ideas and determine whether its campaign structure could function mechanically.

Engineering transition
Permanent systems adopted

Core behaviour began moving out of disposable prototype structures and into persistent, systems-based engineering intended to support the long-term product.

Pre-production threshold
A bare-bones campaign became mechanically playable

The campaign could sustain its core mechanical structure well enough to end the prototype phase and begin pre-production consolidation.

Active pre-production work

Replacing prototype dependencies

The current development pass is focused on preserving proven behaviour while removing the temporary assumptions that made early experimentation possible.

Active transition

SQL-backed state

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The final flat-file JSON behaviours are being transferred into strict database schemas so campaign state is explicit, persistent, and governed by permanent data structures.

60–70% complete

First module dataset

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The version-zero dataset for the first gameplay-testing module is well underway. It will provide the initial structured material needed to test campaign behaviour beyond an empty mechanical shell.

Before production

User environment and cleanup

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Campaign management must move from direct database operations into a user-based environment. Remaining legacy code will also be removed so production does not inherit unnecessary prototype paths.

Next milestones

The route out of pre-production

The next thresholds are intentionally mechanical. They establish a clean, sustained campaign foundation before richer gameplay and narrative systems are layered onto it.

Milestone one
A cleaned-up codebase

Remove remaining legacy prototype code and complete the transition to the permanent architecture needed for production development.

Milestone two
A fully playable story-light campaign

Complete a mechanical campaign mode that can sustain 20-40 gameplay loops through the intended campaign structure.

Beyond pre-production
True gameplay implementation begins

Once the clean foundation and bounded playable campaign are verified, development can move from proving the mechanical frame into building the fuller experience that will inhabit it.

First narrative-driven world

Fifty villagers

This will be the first official run and gameplay test of the Myriuna system. It is planned to begin once the remaining pre-production milestones are complete, using a cast of approximately 50 villagers to test the first narrative-driven world under sustained play.

The first narrative-driven test campaign will introduce a cast of approximately 50 villagers as the first actors to inhabit a Myriuna world. Together they will form the first practical version of a living world rather than a sequence of isolated conversations.

The player will enter that world as one member of the cast. They will act from within the campaign instead of standing outside it as the director of an LLM, assistant, or chat. The surrounding actors will provide the initial foundation for persistent relationships, narrative movement, and a world that continues beyond the player's immediate attention.

A wide view of an inhabited low-fantasy village