Roadmap: Overview¶
This roadmap turns the architecture plan into staged deliverables.
Environments¶
We will run three isolated environments:
- dev: continuous publishing from
main - stage: QA/canary + manual promotion
- prod: tagged releases only
Phases¶
Phase 0 — Docs + conventions (now)¶
Goal: the plan is written down and enforceable.
Deliverables:
- MkDocs site published automatically
- Architecture pages cover trust boundaries, networking, data, runtime
- ADR process exists (every big decision becomes an ADR)
Definition of done:
- Docs build and deploy from CI
- Navigation is stable
Phase 0.5 — Skeleton verification spike (recommended before Phase 1)¶
Goal: validate tooling and architecture with minimal code.
This is a 2-day spike to verify the build pipeline works end-to-end before investing in Phase 1 implementation.
Deliverables:
- roblox-ts compiles the package structure correctly
- Rojo syncs the compiled output to Roblox Studio
- A single remote works end-to-end (client → server → response)
- Rate limiting and validation middleware are wired up (even if minimal)
Definition of done:
pnpm game:starter:buildsucceeds- Rojo sync shows client/server/shared in correct locations
- One test remote can be called from client and receives validated response
- Any tooling issues are documented and resolved
Why this matters:
- Catches roblox-ts/Rojo configuration issues early
- Validates that the package structure compiles correctly
- Confirms the networking middleware pattern works in practice
- Reduces risk of discovering fundamental issues deep into Phase 1
Phase 1 — Platform MVP (single game proves the platform) ✅¶
Status: COMPLETE
Goal: one playable experience built from the platform skeleton.
Scope is locked in: docs/roadmap/phase-1-platform-mvp.md.
Deliverables:
packages/core: lifecycle + DI + logging + cleanup ✅packages/shared-types: ids + error codes + DTOs ✅packages/net: remote registry + validation + rate limits + protocol handshake ✅packages/config-featureflags: local defaults + replicated snapshot ✅- Minimal "starter game" consuming those packages ✅
Security baseline:
- All inbound remotes are schema validated ✅
- All inbound remotes are rate limited ✅
- Server decides outcomes for any state mutation ✅
Test coverage: 1,500+ tests across 70 test suites.
Phase 2 — PvP Alpha (competitive loop + ops visibility) ✅¶
Status: COMPLETE
Goal: competitive-capable match flow and anti-abuse instrumentation.
Scope documented in: docs/roadmap/phase-2-pvp-alpha.md.
Deliverables:
packages/combat: weapon system + hit validation + damage calculation ✅packages/matchmaking: match lifecycle + state + events ✅packages/matchmaking: server allocation + health monitoring ✅- Dashboard match history: list + detail + filtering ✅
PvP requirements:
- Server authoritative hit validation (raycast verification) ✅
- Deterministic cooldown/ammo logic server-side ✅
- Match state transitions server-controlled ✅
Phase 3 — Beta (multi-game reuse + moderation) ✅¶
Status: COMPLETE
Goal: second game adopts platform with minimal extra glue.
Deliverables:
- Second game template created from the platform ✅ (obby game)
packages/moderationv1: bans/mutes + evidence model + dashboard bridge ✅packages/movementv1: server-authoritative movement + observability + feature flag kill-switch ✅- Dashboard v2 (control plane): RBAC + audit logs + ban workflow ✅
- Feature flags v2: segments, scheduling, rollout history, kill-switch ✅
- Both games (starter + obby) integrated with moderation + movement ✅
Test coverage: 1,500+ tests across 70 test suites.
Phase 4 — Production (operational excellence) ✅¶
Status: COMPLETE
Goal: safe continuous delivery and sustainable operations.
Deliverables:
packages/codesv1: redeemable promo codes + dashboard management ✅packages/leaderboardsv1: cross-game leaderboards (daily/weekly/seasonal/all-time) ✅packages/analyticsv1: player behavior events, funnels, retention ✅packages/notificationsv1: in-game toasts, announcements, news ✅- Game integrations (both starter + obby) ✅
- Open Cloud publish/promote pipeline hardening + ops maturity
- Dashboard worker jobs: rollouts, ban propagation, scheduled events
- Performance budgets enforced in CI where possible (lint/test + scripted checks)
- Rollback procedure tested + incident runbooks (matchmaking, exploit waves)
- Roblox Moments integration (auto-detect highlights, viral sharing)
- Regular ADR + security review cadence
Test coverage: 1,500+ tests across 70 test suites.
Phase 5a — Foundation ✅¶
Status: COMPLETE
Goal: core progression & engagement systems that underpin collections, economy, and retention.
Deliverables:
packages/inventoryv1: item registry, per-player inventory, stacking, transfers, slot management, metadata, sorting, DataStore persistence ✅packages/progressionv1: XP curves (linear/quadratic/exponential/custom), auto level-up, prestige/rebirth, XP bonus multipliers, DataStore persistence ✅packages/questsv1: quest registry with schedule/tier/tag/level filtering, objective tracking, auto-completion, prerequisites, DataStore persistence ✅packages/rewardsv1: daily login rewards with streaks/grace periods/cycles, achievement store with progress tracking, DataStore persistence ✅- Game integrations: both starter and obby games with themed items, quests, achievements ✅
Test coverage: 1,500+ tests across 70 test suites.
Milestone mapping (packages)¶
Phase 1–3 (Complete ✅)¶
core,shared-types,net,security,config-featureflagsinput,ui,data,observabilitycombat,matchmakingmoderation,movement- Games:
starter,obby - Dashboard: RBAC, audit, ban workflow, flag propagation
Phase 4 (Complete ✅)¶
codes: redeemable promo codes ✅leaderboards: cross-game leaderboard infrastructure ✅analytics: player behavior events, funnels ✅notifications: in-game toasts, announcements ✅
Phase 5a — Foundation (Complete ✅)¶
inventory: item registry + per-player inventory with stacking, transfers, slots ✅progression: XP curves, auto level-up, prestige/rebirth ✅quests: quest registry, objective tracking, daily/weekly schedules ✅rewards: daily login rewards, achievements with progress tracking ✅- Game integrations: starter (combat-themed) + obby (stage-themed) ✅
Phase 5b — Collection (Complete ✅)¶
pets: pet registry, hatching, equipping, leveling (34 tests) ✅gacha: loot tables, weighted rolls, pity system (20 tests) ✅cosmetics: cosmetic registry, per-player ownership & equipping (26 tests) ✅battle-pass: seasonal tiers, free/premium tracks, XP progression (29 tests) ✅- Game integrations: starter + obby service files ✅
bro-companion: LittleBro cross-game mascot (future)
Phase 5c — Support (Complete ✅)¶
localization: multi-locale string tables, namespaces, interpolation, pluralization (27 tests) ✅audio: sound registry, channel volumes, playback, playlists (31 tests) ✅tutorial: sequence registry, per-player FTUE manager, prerequisites (32 tests) ✅world-systems: day/night cycle, weather transitions, seasons (20 tests) ✅- Game integrations: starter + obby service files ✅
Phase 6 — Economy & Social¶
trading,guilds,economy,social
Phase 7+ — Games & Hub¶
- Genre templates: PvP Arena, BroStars, BroBall, BroCade, Race Mania, ...
- BroBlox Hub: central hub game with gravity worlds, game portals, LittleBro home
Full roadmap: See Future Phases (4–7) for detailed planning.