Estimated release: October 2014
An excerpt out of the forums
RELEASE 1: December 12 - December 14, 2013
RELEASE 2: January 24 - January 26 2014
: We will be opening up crafting for testing with more than 100 recipes. Chests full of crafting resources will be provided. Crafting will initially focus on refining and production for smithing, tailoring, and carpentry.
Shopping: Shopkeepers will be open for business for selling and buying.
: An additional municipality (likely village sized) will be open for business! Exiting one municipality will take you immediately to the other municipality.
: For those who prefer spreadsheets to immersion. The inventory battle royale continues!
: Characters will be wiped, but you will now have even more options when creating your character to make it look unique including: facial features, scaling, and more content (hairstyles, head shapes, skin tones, hair colors, etc.)
RELEASE 3: February 20 - 22, 2014
Open Multiplayer Online
: FINALLY we will let you see what the other players look like BUT we’ll be taking away your house for the month as we prepare housing to have persistence in the multiplayer space for Release 4.
: You know, so you can talk to your friends!
: More than 30 emotes online so you can look like a clown with your friends.
: A third municipality opens up (perhaps the lovely oceanside village of Kingsport).
RELEASE 4: March 20 - ?, 2014
: A hidden island north north east of the mainland with numerous biomes to explore via the overworld map system
10 Hidden Vale Scenes
: With the opening of the overworld, we need something to do between the cities so we will be turning on the first 10 scenes including wilderness, caves, and dungeons.
Combat / Magic
: Those first 10 scenes might have stuff in them, so we’ve decided we should give you a way to fight back! A wide array of combat and magic skills, along with the ability to assemble these skills into decks, will now become available.
Advancement and Skill Trees
: Players will start earning experience points for fighting, crafting, and questing. This will lead to level increases and skill points which can be spent to learn new skills or improve existing skills.
: Players will be able to participate in quests that will send them around the world and even change game state in the scenes based on quest flags. Testing this early is important because our quest system operates differently than the current standards (e.g. no exclamation points or convo trees).
: Creatures and quests will generate loot including gold and resources.
: Resource Gathering will be added to crafting including resource nodes placed in the world. Item wear begins happening and in turn, Repair will now be available. Item enhancement will now also be possible, allowing upgrading of items to more powerful versions. On top of all that, more recipes will become available
: The housing system will be relaunched with persistence in the online space. Housing choices will now be based on backer level, add on purchase, or what can be bought in the game. Waterfront housing will also come online.
: Clothing and Armor will now be dyeable
: The first social systems will come online including Friends and Parties. Safety in numbers!