Established foundation
An implemented prototype or engine subsystem. Its presence does not automatically mean the full player experience around it is complete.
A grounded development snapshot
A substantial prototype foundation is becoming a connected game experience. This page separates what exists, what has been software-tested, the acceptance still needed, and the wider path ahead.
01 / Read the status
An implemented prototype or engine subsystem. Its presence does not automatically mean the full player experience around it is complete.
Behavior checked in a specific build or test configuration. This is evidence for that path, rather than proof of every platform or device.
Direct checks of current behavior on the intended platform, including input, audible playback, GPU rendering, and the player-facing experience.
Several foundations acting as one coherent loop, with clear authority and outcomes that survive save, restore, and return.
02 / Today’s foundation
Established prototype
The current engineering prototype provides a bounded setting for command and memory systems.
Recent software-tested work
Recent work has advanced specific presentation, audio, physics, and save/load paths.
03 / Still to prove
Verify movement, looking, fullscreen behavior, inspection, and player save/load on the current native build, including interruptions and restored continuation.
Check the complete voice-to-device path, including queued or in-flight speech, cancellation, failures, and continuation. Software scheduling tests do not replace listening to actual output.
Verify the current Vulkan shader package, rendering, native GUI, and representative captures. CPU correctness is a separate evidence path.
Measure real whole-frame behavior with normal relevance policy and the systems enabled. Reduced scene-cost measurements do not establish acceptable low-end gameplay performance.
Validate long-run behavior, bounded retention, speech backpressure, checkpoint reuse, and clear diagnostics before making claims about indefinite operation.
Keep exact tested source, packaging, distribution, and acceptance aligned. No public game download or release date is announced on this site.
04 / The integration path
Established foundations
The project has real engine and prototype foundations. The next work connects them; it does not require pretending those foundations are absent.
Geometry, rendering, audio, utilities, physics and destruction primitives, Willow integration, editor windows, and debugging foundations.
Memory, delegation, paired continuation, checkpoint controls, and bounded repair-outcome learning.
Prototype checkpoints, utility checkpoints, and geometry archives have distinct and limited responsibilities.
Full/Reduced behavior and relevance transitions provide a starting point for broader scalability work.
Immediate integration focus
Connect the physical ship problem to its utility consequences, crew work, resource use, and lasting outcome. Current Captain repair behavior is not yet the complete finite-resource ship-life loop.
A committed ship problem affects the systems that keep the vessel functioning.
Work is delegated in the context of the ship and the information available.
Repair depends on resources and belongs to the same authoritative ship state.
The recovery has clear consequences for ship condition and relevant crew relationships.
Persistence & authority
Bring ship systems together at a coherent persistence boundary, including the state that narrower archives do not own.
Coordinate utilities, physical state, destruction, items, work, crew, orders, and time.
Restore ongoing work without duplicating bodies, resources, or repairs.
Retain the ship’s condition and pending work while the player is elsewhere.
Extend toward the final seven simulation/detail levels with safe reconstruction on return.
Next playable world slice
Prove a connected player experience at a smaller world scale before expanding the galaxy.
Navigate, discover, interact, leave, and return in a coherent space.
Connect block-by-block construction and interiors to the systems aboard.
Bring player movement, ship flight, cameras, and basic other vessels into the same slice.
Make build, crew, damage, repair, flight, and persistence work as a player-facing sequence.
Longer-term horizons
Expand from the accepted smaller loop into the systems that define the broader Grevara vision.
Procedural scale, handcrafted discoveries, mysteries, and histories.
A broader living context, space warfare, and wider command.
Validate authoring interfaces, compatibility, packaging, and public distribution when ready.
Build on the single-player foundation before extending the experience to multiplayer.
05 / Scope & timing
A feature count does not measure whether a coherent game works. The roadmap uses concrete foundations, integration tasks, and acceptance gates instead of a percentage that would imply certainty the evidence does not support.
No. Seven levels are the finished design target. Five host tiers exist in the Captain prototype, alongside bounded presentation relevance work. Whole-world authority and the final seven-level system still need development and acceptance.
No. Tests support the specific configuration and behavior they exercise. Current Windows input, actual audible output, native GUI, Vulkan/GPU rendering, and representative whole-frame performance need their own acceptance.
No public game download or release date is announced on this site. Windows and Steam are planned, with single-player as the first focus.
The Gameplay, Ships, Crew, Universe, and Technology pages explain the intended experience. This page explains the dated development state and the route toward that experience.
Start a conversation
Questions about Grevara development, collaboration, or the work behind it? Contact the studio directly.