Worlds, modes, cosmetics, tools — everything that lands inside the game. Pulled straight from the live TODO and the latest project audit.
Seven kingdoms shipped. Moon next. More biomes after that — each with its own tileset, abilities, and battle pass.
Everything you can play, equip, and queue into right now.
Full rewrite from the original Unity client onto Phaser 3, TypeScript, and SpacetimeDB — same game feel, faster updates, runs anywhere a browser does.
Tight controls with coyote time, jump buffering, variable jump height, 8-directional dash, and wall-jumping. Easy to learn, brutal to master.
Forcefield, Flashlight, Acid Puddle, Asteroid, and Moonerang are wired into races. Boxing Glove, Foam Finger, Rubber Chicken, and Dumbell exist as cosmetics with abilities staged.
Seven kingdoms with multiple worlds, key-guardian dialogue characters, and unique visual effects per world. Earth and Moon tilesets fully tiled.
Hats, keychains, and skins across multiple rarity tiers. Chest opening, collection log, equip flow, and per-item visual FX all live.
9-tier ranked ladder (Unranked → Diamond) with MMR matchmaking, friend codes, party invites, and 2v2 team races. Chat in lobby and during races.
The classic side-scrolling race plus a King-of-the-Hill arena mode with eliminations and a final-survivor winner.
Kingdom-themed battle passes with free + premium tracks, daily quest rotation, daily login rewards with streak milestones, and a shard-based ranked currency.
Full Unity/Photoshop-style editor: cursor-anchored zoom, rect fill, select/move/rotate, spawn-slot management, per-tile Earth/Moon tilesets, and auto-enclose bounds. Saves to the cloud.
AI players with terrain mapping, pathfinding, and four distinct personalities — including a separate KotH brain — plus rubber-banding so races stay close.
What the team is actively building or fixing in the game this cycle.
Adding a Main Menu entry to browse, publish, and play maps built by the community. The editor and save pipeline already ship — now we're surfacing them.
Cleaning up listener leaks in MovementSync, RemotePlayerManager, and TouchControls so long sessions and frequent rematches stay smooth.
Today's coverage sits around 9%. Prioritizing tests for LocalPlayer physics, RemotePlayer interpolation, MovementSync, LevelBuilder, and AudioManager.
Aria-labels on icon buttons (chat toggle, send, mobile menu), proper roles on nav tabs, and a centralized color palette so everything theming-related lives in one place.
Confirmed work queued behind what's in progress. Tracked in code as TODOs — not yet started, but specced.
Moon tileset and assets are in — flipping on the gating check in RaceScene and lighting up Moon-themed cosmetics and battle pass rewards.
Finishing the Shop reducers so you can spend shards on rank-tier rewards and trade between currencies — the UI is wired, the server side is the last mile.
Hooking the playerFinished reducer up to shard payouts so finishing a race actually credits your wallet.
Standardizing on a single error pattern (Sentry capture + structured logger) instead of the current mix of silent catches and per-call try/blocks.
Where Bob's pointing — some prototyped, some still on the whiteboard. No commitments.
Bracketed events, scheduled cups, and built-in spectator views for community-run tournaments and creator clashes.
Each kingdom shipped has its own visual identity. We're sketching what's next — underwater, sky, neon — and we'll tease when the tiles are real.
This roadmap moves based on what players actually want. Pull us aside, tell us we're wrong, ask us to ship the thing you care about.
Roadmap last updated Q2 2026. Plans change — we'll update this page as they do.