Everon, 1989 · life/RP for Arma Reforger

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

  1. M1 · you are herePlaytest Town
  2. M2Living Town
  3. M3Framework Release
  4. M4Flagship Live
  5. 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.

Core vs pack

  1. M1 · Core systems, placed in the test village

    Playtest Town

    Final playtest

    A signposted test town where a stranger plays every loop on a dedicated server without asking anyone.

    M1 planM1 on GitHub

    31 issues · 26 done
  2. M2 · Core systems, with flagship content

    Living Town

    Planned

    Moderation, medics and revive, comms, and investigation, proven in the playtest village, then placed in one Everon town.

    M2 outlineM2 on GitHub

    52 issues · 4 branches · 0 done

    Moderation Core0/8

    1. OpenIncident log records deaths, damage, and cash moves
    2. OpenAdmins read incidents in Game Master
    3. OpenA player report flags recent incidents for staff
    4. OpenZone service with safe, lawless, and normal rule sets
    5. OpenThe quarry is the one marked lawless area Flagship
    6. OpenHold-up action marks hostile intent
    7. OpenAiming a weapon at a player is logged as intent
    8. OpenAdmin actions are logged too

    Medic Core0/11

    1. OpenDowned state on lethal damage
    2. OpenBleed-out timer and the give-up option
    3. OpenAnyone with first aid slows the bleed-out
    4. OpenMedic job clocked in at the hospital desk
    5. OpenA medic revives a downed patient
    6. OpenTreatment bill on paper, paid at the hospital desk
    7. OpenCarry and drag a downed player
    8. OpenAmbulance delivers a patient to a hospital bed for the reduced bill
    9. OpenSiren and lights on service vehicles
    10. OpenNew Life Rule: wristband on waking and a reminder near the scene
    11. OpenVillage hospital: medic desk, ambulance bay, and 1989 bills Flagship

    Comms Core0/8

    1. OpenCall the police from a payphone
    2. OpenCalls route to any service in config
    3. OpenPager item beeps with the call
    4. OpenDispatch board at each service's station
    5. OpenA responder takes a call and the caller hears back
    6. OpenService radios on fixed frequencies
    7. OpenPolice scanner as an illegal crime tool
    8. OpenPayphones and boards placed around the village Flagship

    Investigation Core0/11

    1. OpenWitness description from the payphone
    2. OpenOfficers question witnesses in person, including NPCs
    3. OpenCasings and dropped items become scene evidence
    4. OpenEvidence locker at the station
    5. OpenHidden crime record per account
    6. OpenFence NPC sells tools to proven criminals only
    7. OpenFence tools carry serials that lead back to the buyer
    8. OpenThe bank vault needs fence tools
    9. OpenCash van robbery
    10. OpenPolice armory heist
    11. OpenFence, cash van route, and evidence locker in the village Flagship

    Core Core0/5

    1. OpenServer event bus that features publish to
    2. OpenMoney ledger records every cash and bank change
    3. OpenCharacters per account set in config, keyed by character id
    4. OpenRename every EL_ class to LF_ in one freeze
    5. Open128-player budget and benchmark gate

    Other issues Core0/5

    1. OpenJail work: in-jail activities shorten the sentence
    2. OpenPolice application form at the station desk
    3. OpenPhysical store: goods on shelves, pay at the till, shoplifting alarm
    4. OpenJailbreak: the breach opens the jail door until repaired
    5. OpenGas station robbery: rob the till at a fuel station
  3. M3 · Core

    Framework Release

    Planned

    The mod splits into the LifeFramework core and the LF_Everon1989 pack, and an owner configures it from one config.json. No new gameplay.

    M3 outlineM3 on GitHub

    40 issues · 7 branches · 0 done

    Two addons in one repo Core0/5

    1. OpenLoad the LF_Everon1989 pack in build, test, serve and playtest
    2. OpenMove pack resources into LF_Everon1989 in batches Flagship
    3. OpenSplit the string table into core keys and pack flavour
    4. OpenThe core boots DebugWorld and passes the suite without the pack
    5. Openwt e2e loads a save made before the move

    Config layer Core0/9

    1. OpenInventory every config attribute and hard-coded constant
    2. OpenConfig service merges config.json over shipped defaults, starting with shops
    3. OpenA bad config field falls back to its default; the server stays up
    4. OpenGenerate config.schema.json from the config classes
    5. Opentools\cli config-check validates an owner file offline
    6. OpenJobs, crime, and licences sections read through the config service
    7. OpenVehicles, zones, and persistence sections read through the config service
    8. OpenMove hard-coded tuning constants onto config classes
    9. OpenClients receive config values through a versioned stream

    Web config generator on life-framework.org Core0/4

    1. OpenGenerator page renders a form from config.schema.json
    2. OpenGenerator validates with config-check's rules and exports only a valid file
    3. OpenImport an existing config.json into the generator
    4. OpenGenerator presets: flagship 1989, small server, hardcore economy

    Owner docs Core0/5

    1. OpenInstall guide from zero to a joinable server
    2. OpenConfig reference pages generated from the schema
    3. OpenWalkthrough: add a job with prefabs and config only
    4. OpenWalkthrough: add a shop with prefabs and config only
    5. OpenUpgrade page per release

    Example server Core0/3

    1. OpenExample server template under server/ boots core and pack Flagship
    2. OpenRelease download built from the template
    3. OpenThe template boots with the pack swapped out

    Config harness Core0/4

    1. OpenHarness fixtures and the parse and validate stages
    2. OpenHarness boots a dedicated server per fixture
    3. OpenHarness joins a client and checks a client-visible value
    4. OpenConfig harness runs in wt gate and before every release

    Upgrade path Core0/3

    1. OpenschemaVersion in the owner file, with too-new and too-old handling
    2. OpenConfig migrations run at boot after a backup
    3. Openconfig-check reports which migrations would run
  4. M4 · Flagship

    Flagship Live

    Planned

    Our 1989 Everon server opens to the public on the released core and pack, for about 40 players.

    M4 outlineM4 on GitHub

    21 issues · 3 branches · 0 done
  5. M5 · Flagship

    Flagship Story

    Planned

    The flagship's own story. Players are relocated from Chernobyl and start life again on Everon in 1989.

    Ideas epic #214M5 on GitHub

    4 issues · 2 branches · 0 done

Beside the milestones

Track · beside M1 to M5

Development

Ongoing

Pipelines that let agents build assets, animations, weapons, cars, and voice. This is not a release. Each piece lands when it unblocks milestone work.

The track on GitHub

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

80%
Life Framework7 pillars · 148 issues

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.

  1. 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.
  2. 02Earn: take a job, gather or process, get paid in cash.
  3. 03Spend and save: shop, bank at the ATM, buy a vehicle.
  4. 04Crime: rob a till, a bank, a hospital; carry contraband.
  5. 05Consequence: police respond, arrest, fine, jail.
  6. 06Ownership: an organization, a hideout, a garage.
  7. 07Restart the server: everything a player earned is still there.

Captured in the game

From the playtest village

Work in progress

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.

A cobbled village square with a stone fountain, two large lime trees, green benches, and houses beyond.
The square at the spawn: cobbles, a fountain, the pub, lime trees. A new player starts here.Work in progressPlaytest village8 Nov 2026PR #137
A grey two-storey post office with a yellow post box on the porch, beside a pink-roofed building and a lamp post.
The post office, where delivery jobs start: a counter and a post box on the porch.Work in progressPlaytest village8 Nov 2026PR #137
A white three-storey police station with a forecourt holding a desk, crates, and figures in uniform.
The police station forecourt: duty desk, armory, and the whitelist check.Work in progressPlaytest village8 Nov 2026PR #137
A road past a weathered apartment block towards a red and white fuel station canopy, with a yellow till counter in the foreground.
The hospital till and the fuel station till, the two small robberies on the street.Work in progressPlaytest village8 Nov 2026PR #137
A cork notice board in the old grid test world with a paper sheet that reads MINING AREA. Soldiers stand at tables and a spoil heap in the background.
A sign board with its site name printed on the paper. The game draws the title onto the sheet; nothing is added afterwards.Work in progressDebugWorld before the village8 Nov 2026PR #138

Before the village

Harness tour, before the village. The first clip from the filming harness: an agent plays the game client, walks the old grid street, and records it. 20 seconds, no edits.Work in progress8 Nov 2026PR #111
A wide shot of the old test street from above: cars, desks, crates, a garage and jeeps in one row on a white grid.
Before the village: every site in one row on a white grid.Work in progressDebugWorld before the village8 Nov 2026PR #138

Planning

Detailed plans

The scoped plan