A complete match
A match can begin, develop and end through connected hero, combat, seed, lane, structure, resource and UI systems.
RAOLAX & Founder Pass
Founder Pass OverviewThe Founder programme, Tickets and first allocation.What Is RAOLAX?The ship, route and Founder-stage context.The RAOLAX JourneyThree months. Three stops. One route to MUTERRA.Who Was on RAOLAX?Fictional passengers and real early participants.Compare TicketsCompare all six RAOLAX Ticket classes.Founder LibraryFounder Pass materials, mechanics, guides and records.Tickets & benefits
Bridge SeatCommand the expedition.VIP CabinTravel with abundance.First ClassTake more aboard.Crew PassEarn your place aboard.RegularStay awake for the journey.Cryo TicketSleep now. Wake later.Ticket BenefitsCompare the mechanisms attached to RAOLAX Tickets.Risk NoticeTicket risks, wallet safety and liquidity limits.
The production sequence is organised by what must become true in the product — not by dates chosen to look good on a timeline.
Each phase depends on the one before it. This is a production roadmap, not a quarterly token calendar.
A match can begin, develop and end through connected hero, combat, seed, lane, structure, resource and UI systems.
Movement, targeting, abilities, AI, bosses, territory and tactical consequences become richer and more tactile.
Ecology, parasites, dynamic territory, resources and environmental pressure begin changing the battlefield.
Progression, matchmaking, analytics, optimisation and public testing support players who return.
Every later system becomes noise if the core match cannot already hold together.
Movement, camera, targeting, aim assistance, projectile combat and the initial ability framework.
Inventory, planting, growth, hatching, creature spawning and AI participation.
Lane paths, creep combat, towers, base health and a clear victory condition.
Start flow, timer, respawn, resource feedback, HP bars and functional HUD.
Range, angle, movement, terrain, timing and target body zones can change what a shot means. Hero movement, camera, projectiles, beams, area damage and hit feedback are core work, not late polish.
Seeds are not a side crafting system. The reliable starting sequence is deliberately simple.
The player should start making strategic decisions because the combat system gives those decisions consequences.
Hit feedback, telegraphs, VFX, camera tuning, threat visualisation, target switching and improved aim assistance.
Better movement, target priorities, differentiated roles, more abilities, combinations and passive behaviour.
Neutral threats interrupt plans, force timing decisions and create contested risk inside the competitive match.
Tree-control direction, capture, neutral reclaim, AI LOD tuning, large-battle stability and combat profiling.
The goal is not more NPCs. It is a battlefield whose ecology creates pressure, changes routes and remembers what players did.
Animal systems, agrarian systems and resource creatures form interacting pressures.
Parasite entities, infection direction and combat states create systemic threats.
Growing zones, living territory, vision, routes and environmental pressure affect decisions.
Battle suggestions, warnings and seed recommendations are planned to help read the world, not play for the user.
A retention system cannot compensate for a match people do not want to replay.
A prototype, document or finished design is not proof that a system works in the current approved build.
Use only after direct build review confirms the system supports the published claim.
Use for current production work without presenting it as public-ready functionality.
Use when the production direction exists but implementation is not yet approved as current.
Features can move. A mechanic can be cut. Performance can force redesign. Testing can reveal a more important problem.
The sequence should remain explainable: complete match → deep combat → living world → public product.
Development, art, characters, environments, cinematics, infrastructure, testing and community operations must remain connected to the production sequence shown here.
| Platform | Purpose |
|---|---|
| Discord | 📢 Primary hub for development, roles, tasks, Q&A, and events. (Daily team communication lives here.) |
| Telegram | 🔔 Quick updates and casual chat in RU + EN. Invite friends & share drops. |
| Twitter/X | 🧬 Game updates, NFT reveals, roadmap releases. |
| YouTube | 🎥 Behind-the-scenes devlogs, trailers, and gameplay. |
| 🎨 Visual storytelling and sneak peeks. | |
| TikTok | 🎭 Cinematic moments, humour, and lore bites. |
| 🧪 How You Can Contribute | 🎯 Join & Learn |
|---|---|
| 👾 Become a Playtester Early access to builds. Shape game mechanics through real feedback. |
Join Discord → #playtesting |
| 🎨 Submit Artwork or Designs Help create NFT characters, artefacts, and environments. |
Start here → Wiki → World Creation Guide |
| ✍️ Help Expand the Lore Write backstories, lore entries, or comic scripts for the universe. |
Pitch ideas → Discord → #lore-lab |
| 🗳 Participate in DAO Governance Vote on roadmap and token economics via governance tokens. |
Read more → Whitepaper → Tokenomics + DAO |