Roadmap
The Tree of Life
The plan is five milestones on GitHub, done in order. Each one ends with a public build and a filmed showcase, and the next one's features wait until it is done. Below them, the Tree of Life sorts the same issues by topic. Find an open branch and claim it.
Where we are on the road
- M1 · you are herePlaytest Town
- M2Living Town
- M3Framework Release
- M4Flagship Live
- M5Flagship Story
M1 to M5
The milestones
Every branch is tagged Core or Flagship. The core decides what the game can do. It holds the systems any server can run. The flagship pack decides what our server is. It holds the places, names, prices, period look, vehicle catalogue, and story of 1989 Everon.
Today both live in one addon. M3 splits them into two Workshop items, the LifeFramework core and the LF_Everon1989 pack, so another community can swap our pack for their own and keep the core.
Each epic is a branch, with its sub-issues listed in build order. ✓ is done, ◐ has someone on it, ○ is open. An item shows a tag only when its side differs from its branch. Click one to read it on GitHub.
- Final playtest
M1 · Core systems, placed in the test village
Playtest Town
A signposted test town where a stranger plays every loop on a dedicated server without asking anyone.
31 issues · 26 done
Scopes Core26/31
- OpenPolice station on the street: duty desk and wanted board
- OpenJourney proof on a dedicated server
- OpenPlaytest release: guide, Workshop, showcase
- Openfollow-up: print sign titles on LF_Sign_Pub and LF_Sign_Chalkboard
- OpenEsc does not close a UI sheet the server opened (wanted card, ledger after founding)
- DoneSplit the street into site layers
- DoneDiegetic sign system with a Read card
- DoneTown manifest and `report town`
- DonePlaytest host: mission, server config, `cli host`, auto-load
- DoneCarried inventory and cash survive a restart
- DoneMulti-client harness on a dedicated server
- DoneFilming harness
- DonePay at the counter: remove the passive paycheck
- DoneRegistration form and a real ID card
- DonePlace the signs: one per site, town map at spawn
- DoneProgression survives a restart
- DoneOne player interaction menu
- DoneContraband: real cargo and real drop points
- DoneHideout stash that holds items
- DoneGarage it to keep it: garage pad, ledger card, impound
- DoneOrganization registry: ledger desk and invite by facing
- DoneGuided arrival chain
- DoneFine as a paper ticket
- DoneAlarm and dispatch
- DoneJail you can see
- DoneTown tidy
- DoneCounter screens: ATM terminal and shop price list on the UI kit
- DoneOne-street town layout
- DoneWake up in hospital
- DoneMurder makes you wanted; the spawn is a safe zone
- DoneLight survival needs: hunger and thirst never kill
- Planned
M2 · Core systems, with flagship content
Living Town
Moderation, medics and revive, comms, and investigation, proven in the playtest village, then placed in one Everon town.
52 issues · 4 branches · 0 done
Moderation Core0/8
- OpenIncident log records deaths, damage, and cash moves
- OpenAdmins read incidents in Game Master
- OpenA player report flags recent incidents for staff
- OpenZone service with safe, lawless, and normal rule sets
- OpenThe quarry is the one marked lawless area Flagship
- OpenHold-up action marks hostile intent
- OpenAiming a weapon at a player is logged as intent
- OpenAdmin actions are logged too
Medic Core0/11
- OpenDowned state on lethal damage
- OpenBleed-out timer and the give-up option
- OpenAnyone with first aid slows the bleed-out
- OpenMedic job clocked in at the hospital desk
- OpenA medic revives a downed patient
- OpenTreatment bill on paper, paid at the hospital desk
- OpenCarry and drag a downed player
- OpenAmbulance delivers a patient to a hospital bed for the reduced bill
- OpenSiren and lights on service vehicles
- OpenNew Life Rule: wristband on waking and a reminder near the scene
- OpenVillage hospital: medic desk, ambulance bay, and 1989 bills Flagship
Comms Core0/8
- OpenCall the police from a payphone
- OpenCalls route to any service in config
- OpenPager item beeps with the call
- OpenDispatch board at each service's station
- OpenA responder takes a call and the caller hears back
- OpenService radios on fixed frequencies
- OpenPolice scanner as an illegal crime tool
- OpenPayphones and boards placed around the village Flagship
Investigation Core0/11
- OpenWitness description from the payphone
- OpenOfficers question witnesses in person, including NPCs
- OpenCasings and dropped items become scene evidence
- OpenEvidence locker at the station
- OpenHidden crime record per account
- OpenFence NPC sells tools to proven criminals only
- OpenFence tools carry serials that lead back to the buyer
- OpenThe bank vault needs fence tools
- OpenCash van robbery
- OpenPolice armory heist
- OpenFence, cash van route, and evidence locker in the village Flagship
Core Core0/5
Other issues Core0/5
- Planned
M3 · Core
Framework Release
The mod splits into the LifeFramework core and the LF_Everon1989 pack, and an owner configures it from one config.json. No new gameplay.
40 issues · 7 branches · 0 done
Two addons in one repo Core0/5
Config layer Core0/9
- OpenInventory every config attribute and hard-coded constant
- OpenConfig service merges config.json over shipped defaults, starting with shops
- OpenA bad config field falls back to its default; the server stays up
- OpenGenerate config.schema.json from the config classes
- Opentools\cli config-check validates an owner file offline
- OpenJobs, crime, and licences sections read through the config service
- OpenVehicles, zones, and persistence sections read through the config service
- OpenMove hard-coded tuning constants onto config classes
- OpenClients receive config values through a versioned stream
Web config generator on life-framework.org Core0/4
Owner docs Core0/5
Example server Core0/3
Config harness Core0/4
Upgrade path Core0/3
- Planned
M4 · Flagship
Flagship Live
Our 1989 Everon server opens to the public on the released core and pack, for about 40 players.
21 issues · 3 branches · 0 done
Hosting and ops Flagship0/7
Staff and community Flagship0/5
Showcase and growth Flagship0/4
Other issues Flagship0/2
- Planned
M5 · Flagship
Flagship Story
The flagship's own story. Players are relocated from Chernobyl and start life again on Everon in 1989.
4 issues · 2 branches · 0 done
Relocated from Chernobyl — life on Everon 1989 Flagship
Sub-issues not filed yet.
Voiced NPC dialogue: AI voice pipeline for campaign-style content Flagship
Sub-issues not filed yet.
Other issues Flagship0/2
Beside the milestones
Track · beside M1 to M5
Development
Pipelines that let agents build assets, animations, weapons, cars, and voice. This is not a release. Each piece lands when it unblocks milestone work.
5 issues · 0 done
3D asset pipeline Core
Sub-issues not filed yet.
Animation pipeline Core
Sub-issues not filed yet.
Weapon pipeline Core
Sub-issues not filed yet.
Vehicle pipeline Core
Sub-issues not filed yet.
Voice pipeline Core
Sub-issues not filed yet.
Read from GitHub 8 Nov 2026 at build time
Pillar → system → issue
Find a branch to grow
Every node is a GitHub issue. The dashed, pulsing ones need a hand: click one, read it, and comment /claim on GitHub. You can claim alongside others.
26/148 done · 122 open to claim
Up for grabs · earliest milestone first
Drag to pan · Ctrl/⌘ + wheel to zoom · click a node for details · Esc closes
The bar for M1
One loop, start to finish
A stranger joins a dedicated server and gets through this without asking anyone. Every step gives feedback in the world and is checked from the player's view. Then we restart the server, and what they earned is still there.
- 01Arrive: register at the town clerk, get an ID card, read the town board. Everyone starts civilian; whitelisted players clock in as police at the station.
- 02Earn: take a job, gather or process, get paid in cash.
- 03Spend and save: shop, bank at the ATM, buy a vehicle.
- 04Crime: rob a till, a bank, a hospital; carry contraband.
- 05Consequence: police respond, arrest, fine, jail.
- 06Ownership: an organization, a hideout, a garage.
- 07Restart the server: everything a player earned is still there.
Captured in the game
From the playtest village
Our test world used to be a white grid with the sites in a row. Now it is a small 1989 village built from vanilla Everon buildings, with every M1 site on one street and the test fixtures fenced off to the side. Every picture here is a capture from the game, linked to the pull request it came from.



Before the village


Planning
Detailed plans
The scoped plan

