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What’s left to build

Everything that is not out yet, from what is built and waiting to what is still an idea.

  1. The world

    8
  2. W1

    The Tall World, grown up

    Built, not outPlates you choose, trees and villages that fit the land, and the default in 0.7.

    The Tall World (y −1536 to 1535) is out in 0.6 as a preview. Since then you can set how many tectonic plates a new one has, and which kind, and preview their motion arrows and boundaries while you create it. Static plates shape new terrain and geothermal regions; they never move saved blocks. Trees grow shaped to the land, villages stand on levelled ground, and distant terrain is drawn with block faces and block textures. In 0.7 it becomes the default world, and it never ships without a way up and down.

    • Choose plates at creation; Tectonics map layer: built
    • Trees and villages fit the land: built
    • Distant terrain with block faces and textures: built
    • 0.7: the default world, 512 chunks and 70% sea
    • Classic stays one click away
    • Made worlds can be tall too (0.11)
  3. W3

    Up and down

    PlannedRope and lifts are out. The elevator and the deep lifts wait for their tiers.

    Rope, ladders, the pulley platform, the headframe, zip lines, the diving bell and the water-balance lift are out in 0.6. What is left waits for its tier: an elevator run from a Hard Hoof OS app, then craft that carry you under the sea and across the world.

    • Elevator and landings, run by a Hard Hoof OS app (T6)
    • Submersible (T7), ROV (T8)
    • Gravity lift (T9)
  4. W5

    Deep underground

    Built, not outMines a kilometre down: hot rock, bad air, a roof that can burst. Now with answers.

    The geology is out in 0.6. The hazards and their answers are built since. Firedamp explodes and leaves afterdamp; carbon monoxide and hydrogen sulfide poison you and blackdamp starves you, and the Plumb shows what you breathe. A Davy lamp and a canary warn you, a geophone listens to the rock, and props, steel sets and roof bolts hold off rock bursts; grout seals an aquifer inrush. Mine fans and vent ducts sweep the damps out, an air cooler cools the working, and a Geothermal Exchanger on probe strings turns hot rock into steam.

    • Gas, bad air and the Plumb readouts: built
    • Davy lamp, canary cage, geophone: built
    • Props, steel sets, roof bolts, grout: built
    • Mine fan, vent duct, air cooler: built
    • Geothermal Exchanger: built
  5. W6

    The deep ocean

    Built, not outVents that boil, seeps, nodules and whale falls on the sea floor.

    The sea floor has its content: vent fields whose plumes are capped at the boiling point for their depth, sulfide mounds, cold seeps with methane hydrate and brine pools, nodule and crust plains, whale falls, marine snow and glow. Manganese, cobalt and zinc come from it. What reaches into it is still to come: sonar, ROVs and cables.

    • Vent fields, seeps and brine pools: built
    • Nodules, crusts, whale falls, marine snow, glow: built
    • Sonar and ROVs
    • Deep-sea cables (T7)
  6. W7

    Seasons and living weather

    Built, not outA year with a tilt, and storms you can see from far off.

    Local weather and local time are out in 0.6. Planets now keep seasons: the axis tilts, day length follows latitude, and a year is 96 days to match the moon. The storm belt swings toward the summer pole, snow comes equatorward in winter, and rain turns to snow below 1 °C. Distant storms are drawn as cohesive clouds with anvils and rain shafts out to 1,536 blocks, and rain follows the relief: more on windward slopes, less in the lee.

    • Seasons and axial tilt: built
    • The storm belt follows the season: built
    • Distant clouds, anvils and rain shafts: built
    • Rain follows relief: built
    • Next: far lightning flashes, and the far end’s sky through a doorway
  7. W8

    Water and flooding

    Built, not outWater is finite, exact to the millibucket, and runs downhill like water.

    Every cell holds an exact amount: a full block is a bucket, 1,000 mB. There are no infinite sources and no seven-block spread. Water falls a block a tick, spreads by head, keeps momentum down a channel and rests when it is level. Pressure pushes it through full water, so a well fills to the lake’s level. Rain fills open basins, dry weather dries the surface, and rivers draw on saved groundwater that a long drought can empty. The sea swells with the wind, and a rare subduction tsunami drains the shore, then floods it. Pumps lift only water that exists. A Sluice Gate, Pitcher Pump, Siphon, Water Outlet and Level Gauge let you hold, lift, divert and measure it.

    • Exact finite water, momentum, pressure: built
    • Rain, evaporation, river groundwater: built
    • Swell, currents and tsunamis: built
    • Water map layer: built
    • Sluice Gate, Pitcher Pump, Siphon, Outlet, Level Gauge: built
    • Next: floodplains, a River Gauge, sandbags
  8. W9

    Distant view and auto pregeneration

    Built, not outThe land is made before you get there, and real chunks show out to your render distance.

    The server slowly generates the land round every player, out to 768 blocks, whenever it has time to spare. Nothing to switch on; the game rule hardhoof_portals:auto_pregen turns it off. Real chunks now show past the live view, out to your render distance (up to 32 chunks), drawn but frozen until you come near, before the far terrain takes over. In single player the server keeps only the simulation distance plus two chunks live, so a high render distance costs it far less.

    • Auto pregeneration, 768 blocks round each player: built
    • Frozen real chunks to render distance: built
    • Look-ahead for fast movers: built
    • Game rule distant_chunk_radius for servers
  9. W10

    A world that pushes back

    Built, not outShared world state, claims that protect offline bases, and hazards you plan around.

    A shared planet state lets weather, water, air and events read each other. Time you spend in a chunk builds a presence claim: the Claims map layer shows who holds what, a connected claim past 50% becomes a Base pin on your map, and while its holders are offline their chunks are shielded from hazards. A damage framework is built for what comes next: floods, hurricanes, tornadoes, tsunamis and quakes that you can see coming and plan around. Underground stays safe except from earthquakes.

    • Planet state spine and event bus: built
    • Presence claims, Claims layer, automatic Bases: built
    • Hazard damage framework, braces, damage ledger: built
    • Floods and a River Gauge
    • Gales and hurricanes, shutters and braces
    • Earthquakes and landslides
    • Tornadoes, tsunami run-up
    • Hail, wildfire, volcanic ash
  10. Space and travel

    4
  11. S1

    Space and planet level of detail

    Built, not outFly straight up from any planet, leave it, and fly to the next one.

    Climb and chunks give way to far terrain, the far terrain bends onto a ball, the ball becomes a textured globe, and the sky turns black with stars and the other bodies of your planet’s own generated star system. Keep going and you leave into free space. Fly to another planet and it grows from a point to a globe to real ground, with no portal and no loading screen. Hold Left Alt and scroll to set creative flight from ×1 to ×200; above the world top, flight goes where you look. The Star Map (M in free space) shows the system live, and says which worlds you can land on.

    • Far terrain, globe, black sky, stars: built
    • Free space and supercruise between planets: built
    • Star Map, course and landing readout: built
    • Safe fast descent onto unloaded ground: built
    • Known limit: items and mobs freeze in free space
    • Later: survival craft (see S4)
  12. S2

    Planets that move

    UnderwayReal orbits and gravity, planets you can dig through, and a black hole to keep away from.

    For new worlds only. Bodies move under Newton’s gravity from a saved state, so a system keeps its motion across restarts. Planets can be Compact, Deep or Tall, with surface gravity and pressure from their mass and radius, and an optional dig-through centre where gravity falls to zero. Airless worlds have dry terrain and a true vacuum. A star’s light drives daylight and eclipses, and flares disturb a Construct. A black hole kills at its horizon even in Creative. Existing worlds keep their old orbits.

    • Saved orbits and gravity: built
    • Compact and Deep layouts, dig-through centres: built
    • Airless worlds and vacuum: built
    • Starlight, eclipses, flares: built
    • Black holes: built
    • Landable suns and the way back
    • Spacecraft that persist; terrain overlays
    • Impacts, emergency habitats, Dyson construction
  13. S3

    Vessels and trains

    Built, not outA helm turns the blocks around it into a vessel you can walk on.

    A Helm builds a vessel from the blocks joined to it. The real blocks move into a hidden yard dimension, so machines and chests aboard keep working, and the vessel in the world is a moving window onto them. You walk freely on it, and use, place and break blocks aboard. The first vehicle is the train: Railroad Track replaces vanilla rails, Bogies carry the car, and a fuel Engine of up to 150 kW drives it, with throttle and brake at the Helm.

    • Helm, yard dimension, free walking: built
    • Railroad Track, Bogie, Engine: built
    • Next: couplings for multi-car trains
    • Stations and signals as Volt devices
    • Trains that run while unloaded
  14. S4

    Boats, cars, aircraft and rockets

    PlannedSail boats first, then submarines, cars, aircraft and rockets that fly real orbital burns.

    Decided with the user: player-built and ready-made vehicles both; walking freely on anything that moves; real forces with assists; trains, cars and roads are in, and ground that rises 2 to 4 blocks must not shatter a vehicle; machines aboard work from the first release; rockets fly real orbital burns with a cockpit, a HUD and a sealed hull. Order of work: trains, boats, submarines, cars, aircraft, rockets, each tried by the user before the next. Portals for vessels come later.

    • Sail boats: square and triangle sails working with wind and weather
    • Bigger seas in storms
    • Submarines, small and large
    • Cars on roads, tracks over hills
    • Aircraft and balloons
    • Rockets: a sounding rocket (T3), orbital (T6)
  15. The factory

    3
  16. M7

    Tiers T1–T10

    Built, not outEvery machine is a casing, a part or two, and a little extra.

    Tier Kits and the ten-tier furnace are out in 0.6. Since then every Workshop recipe is remapped: a Tier Casing (a new Hearth Casing at T1, then Bronze, Lead-Glass, Steel and Atomic), one or two signature parts and at most one more item, most on a 3 × 3 grid. Parts come two to four at a time: Motor, Heating Coil, Rollers, Impeller, Valve, Contacts and the Lead-Acid Battery Cell. A Tier Kit now takes the family’s next part, and the Workshop’s Tiers button opens the guide to your next age with its first three builds. The first hour is faster: the Hammer Mill starts at T1, a Forge Hammer makes plates by hand, and the Metal Former forms up to 8 a cycle.

    • Casings and signature parts: built
    • Hammer Mill from T1, Forge Hammer, batch forming: built
    • Tiers button and tier guide: built
    • JEI [+] fills the Workshop and the Lab: built
    • Parts for T6 to T8: designed, recipes when those tiers open
    • Every family climbing, one by one
    • Heat and an overclock dial from T6
  17. M7·B

    Ore, metals and the Leach

    Built, not outSix new metals, uranium from ore or from the sea, and ore you can see through rock.

    Six metals are in the world: zinc and silver (T3), chromium and nickel (T6), cobalt and manganese (T8). Each is sparse in every chunk and rich where it belongs, and the Hammer Mill, Crusher and Ore Washer process them. The Leach turns crushed ore or plain granite into yellowcake with Sulfuric Acid, and Adsorber Mats gather it from any sea. Magic Sight, an innate power on the H wheel, makes the ores you choose glow through rock for a little tuft, and grows as you mine what it showed you. Nothing is gated by travel.

    • Zinc, silver, nickel, chromium, cobalt, manganese: built
    • Leach, yellowcake, Adsorber Mats: built
    • Atomic Kit (T5): built
    • Magic Sight and the Sight skill: built
    • Next: T6 Electrolytic Cell, T8 Refinery
    • A Prospector and a Tier Chart
  18. M7·C

    Power: steam to fusion

    Built, not outSplit atoms at T5. The steam line you have carries the heat.

    The first fission pile is built: a box of graphite with uranium slugs and control rods, whose heat raises steam in the Boilers against it, so the turbines you already have carry the power. The Pile Controller shows k and its budget, trips are named, and a Pile app drives the rods. Radiation goes through the shared conditions with dose, shielding and distance, and a Geiger Counter reads it. Steam is on an honest scale: a mB of water makes about 1,672 mB of steam, and a Boiler can take outside heat.

    • Graphite Pile, rods, Pile app: built
    • Radiation, shielding, Geiger Counter: built
    • Outside heat for steam, honest steam scale: built
    • Geothermal Exchanger: built
    • Transformers and voltage classes
    • Pressurised-water reactor (T6), sea-cooled (T7)
    • Breeder reactors, superconducting lines (T8)
    • Fusion at T10
  19. Computers

    4
  20. M8

    Hoofprint

    PlannedDraw the automation instead of typing it.

    Hoofprint is a node graph that compiles to Volt — it never replaces it. Compiler and command line land first, so hoof build a.hoof writes a .volt you can open in the Editor on the Terminal; the node editor comes after that.

    • Compiler and CLI
    • Then the node editor
  21. M10

    Speed

    Planned25 and 100 MHz, without the world stuttering.

    Volt is deterministic and cheap when idle, and a computer can be saved mid-program and restored exactly (out in 0.6). Busy computers on a loaded Terminal now start their turns on a worker pool, committing to the bus in a fixed order. That unlocks the 25 and 100 MHz ages next, then a faster interpreter, then Volt compiled to JVM bytecode.

    • Busy computers start their turns on the pool: built
    • A full worker pool: 25 and 100 MHz
    • A faster interpreter
    • Volt compiled to JVM bytecode
  22. M11

    Hard Hoof OS in Volt

    PlannedNo Java behind the desktop: the whole OS is Volt you can read.

    Java stays hardware only: the machine, the bus, the devices, the GPU, raw disk. The kernel and the file system are rewritten in Volt on raw sectors, and the Java kernel retires. Then a true GPU, and devices at scale: robots and reality drivers on the same bus.

    • Kernel and file system in Volt
    • A true GPU: 640×360, and 640×480 as a mode
    • Robots and reality drivers on the bus
  23. M12

    The Outernet and Hard Hoof Studio

    Built, not outBrowse the real web from a computer, and write Volt in a real IDE.

    The Internet Dish reaches the real internet. Put one on a computer’s cables, open the Browser app (or type web), and read real pages: links, forms, tabs, bookmarks and pictures as tiles. No video, no scripts, and never private or local networks. Every computer has an Inter-Dimensional Address; with a dish on its cables, Hard Hoof Studio can open a console on it, edit its files, call its devices and deploy programs from outside the game, after you pair with remote pair. Studio is a desktop IDE for Volt with live errors from the real compiler, completion, a bytecode view and a simulator that runs the real Hard Hoof OS.

    • Internet Dish, Browser, web and fetch: built
    • Remote access by IDA, with pairing codes: built
    • Hard Hoof Studio, simulator and voltc: built
    • Not yet: video, scripts
    • Not yet: real traffic through a Router
  24. The engine

    3
  25. E1

    A factory that never stops

    Built, not outPump, boiler, turbine and the computers they feed keep going while you are away.

    The former, generator, battery, furnace and lab ran exactly while unloaded in 0.6. Now a Water Pump, Boiler and Steam Turbine joined by pipes keep running when their chunks unload, and so do the computers on the wire they power: a Terminal, rack, Router or Exchange is fed as if you were there, and idle ones still sleep. Messages cross a cable whose chunks are partly unloaded. A tank, winder or controller on the same pipes keeps that set running only while loaded, for now.

    • Pump, boiler and turbine while unloaded: built
    • Computers fed by the wire while unloaded: built
    • Links across unloaded cable: built
    • Next: tanks, winders and controllers
    • Logistics ports
  26. E4

    Faster chunks and threads

    Built, not outNearest chunks first, and work moved off the main thread.

    Light batches take the nearest chunks first, as vanilla’s priority does. The copper wire chunk refresh is gone. Water in far-apart regions steps side by side, and water beside a player steps before water far away. Busy computers start their turns on a worker pool. These speed-ups are argued from the code, not measured yet. The report ranks what is next.

    • Light nearest-first: built
    • Water regions side by side: built
    • Busy computers on the pool: built
    • Chunk packets off the render thread
    • Guard doorway and vessel hooks on hot paths
    • A faster settle in tall worlds
  27. E5

    Servers that update their players

    Built, not outUpdate the server jar once. Every player’s pack fetches it at launch.

    A dedicated server serves its own jar on the game port, so one forwarded port is enough. A small updater jar in each player’s pack asks it when the game starts and fetches the new jar, whichever launcher the player uses. Several hosts can be tried at once. A pack builder makes the Prism and CurseForge zips for a LAN party. JEI recipes now also work on servers that do not run JEI.

    • Update host on the game port: built
    • Launch-time updater jar: built
    • Prism and CurseForge zips for a LAN party: built
    • JEI recipes without JEI on the server: built
  28. Players

    9
  29. P1

    Everyday statuses

    Built, not outAbout twenty statuses, each with a cause you can see and a way out.

    Statuses that change a choice instead of shaving a stat, all on the K screen. Habits: Sugar Rush and Crash, Sleepless, Shaken, Seven Days, Tuft Rush and Withdrawal. The body and the world: Scurvy, Rabies, Tick Fever, Trench Foot, Sunburn, Cabin Fever and the Tomb Curse. Marks kept for good: Iron Stomach, Deep-diver and two secrets. A real radiation dose may leave a mutation (Night Eyes, Thick Hide or Glow) that a Chrysalis sheds. Medicine: Willow Bark Tea, and Mould Antibiotic from a Culture Jar.

    • Habit, Mark, Mutation and Remedy families: built
    • Your kind and trade, with numbers, on K: built
    • Willow Bark Tea, Mould Antibiotic: built
    • Numbers are first guesses, to tune after play
  30. P2

    Map layers

    Built, not outNine ways to read the map: weather, time, climate, geology, water.

    The map (M) has a rail of layers on keys 1 to 9: Terrain, Weather, Time, Temperature, Relief, Climate, Geology, Tectonics and Water, each with a legend and a readout of what lies under the pointer. Key 0 is Claims, which tints chunks by who holds them. The Geology layer says where ores are richest, never where they are required.

    • Nine layers, legend and readout: built
    • Claims layer: built
    • Next: a profile view, sky to bedrock
  31. P4

    More creatures

    PlannedBig Floppa has company coming, and the deep has its own.

    A bestiary that fills the world a few at a time, each with a niche, a reason to meet it and a page in the field guide. Seven animals, the Blobfish among them, are out in 0.6. Each new one starts as a spec in scripts/mobs/. A Tall World roster covers the deep, zone by zone.

    • A Tall World roster, zone by zone (0.10)
    • Creatures for every biome
    • More for the deep sea floor
  32. P5

    Magic you discover

    Built, not outExperiment: every glyph leans, and what you can’t hold kicks back.

    Every effect glyph leans along six axes: Heat or Cold, Push or Pull, Life or Death, Quick or Still, Solid or Hollow, Calm or Dread. What a spell leans and you can’t yet hold kicks back: burnt hands, hunger, a shove, lost Nerve. It never kills. Grasp grows with each cast, fastest in sentences you have never cast. Fourteen hidden resonances go off when a spell’s aspects meet their pattern, and the Grimoire’s Findings tab lists them. Oneiromancy’s Thread carries any school to a linked mind, and armour and belts take imbued spells.

    • Aspects, backlash and grasp: built
    • Fourteen resonances, Findings tab: built
    • The Thread carries any school: built
    • Armour and belts take imbued spells: built
    • Proposed, not agreed: Unfold to Void, Divine as consecration, Command out of Mind
  33. P6

    Species and the Waking

    Built, not outSixteen species, chosen at an event, and a trade at level 10.

    Races are replaced by species, chosen at the Waking: an event that opens on your first login, or the world wakes you at level 5. Ten species came first (Hellcat, Goat, Arctic Fox, Bunny, Construct, Axolotl, Bat, Raccoon, Deer, Snake) and six since: Spider, Moth, Shark, Red Panda, Kobold and Dragon. Each has a passive, a skill on R, a nature with a cost, and a look in three coats that everyone sees. How you play before waking draws you toward a kind, and the moment gives a permanent omen. At level 10 the Calling offers six trades: Delver, Vanguard, Ranger, Arcanist, Engineer and Pathfinder, each with a technique on Z.

    • The Waking, ten species: built
    • Spider, Moth, Shark, Red Panda, Kobold, Dragon: built
    • Six trades and the Calling: built
    • Delver reworked: Rich Seams, Pit Sense, Motherlode, Survey
    • The Construct’s frame of crafted parts: built
  34. P7

    Rings, inlays and the wand

    Built, not outForty new rings, inlays at the anvil, and a wand with up to eight spells.

    Eleven new crafted pieces, and sixteen ring lines of three tiers: they pull in loot, mend gear, feed you, return blows, save you from death, speed digging, glide, add experience, grow crops or drink tuft from kills. At an anvil, rub a stack of one of twelve cheap materials into a ring, amulet or belt: every grain adds less than the last, and none adds nothing. The Tuft Wand holds up to 8 spells in notches (3, one more every 10 Arcana, one more for an Arcanist). Sneak and scroll, or hold B for a spell wheel; each spell keeps its own cooldown.

    • Sixteen ring lines, forty rings: built
    • Inlays from twelve materials: built
    • Notched Tuft Wand and spell wheel: built
    • Erase at the Rune Desk: built
  35. P8

    Pack and Vein Miner

    Built, not outA pack that grows with you, and one swing for a whole vein.

    Your inventory is a pack that grows with your level, with backpacks, and the deep pack shows beside chests and every inventory screen. The Vein Miner takes an ore vein, a tree, a tunnel, a shaft or a staircase in one swing: turn it on from the H wheel and right-click it to choose a shape. The Construct’s Drill Arm gives an empty hand the same power, paid in wear and charge.

    • Level-grown pack, backpacks, deep pack beside chests: built
    • Vein Miner shapes and highlight: built
    • Drill Arm vein mining: built
  36. P9

    Implants

    Built, not outHardware in your body: a lung filter, a night lens, and your Terminal anywhere.

    An Implant Bench (T3) fits one implant in each site: lungs, eyes and brain. The Lung Filter halves the poisons you take from mine air, the Night Lens lets you see in the dark, and the Neural Link opens your Terminal anywhere with J and is a device on its bus that can be hacked. Each costs a little food, stays through death, and the bench takes it out whole.

    • Implant Bench and three implants: built
    • A clinic that clears mutations
  37. P10

    The progression plan

    Built, not outSix phases from the 2026-09-28 playtest, all built.

    A playtest turned nine complaints into a plan of six phases, each landing on main on its own. All six are built. None has an in-game verdict yet, and the numbers are first guesses to tune after play.

    • 1 Quick fixes: Drill Arm, JEI fill, rubber wood, Bark and paper
    • 2 Tech pace: T1 Hammer Mill, Forge Hammer
    • 3 The Delver and the notched wand
    • 4 Statuses and medicine
    • 5 Tech rework and implants
    • 6 Six new species

After that: more of reality

Reality devices move to the atomic tier (T5). There you print matter, rule zones, and open pocket worlds with rules you set: gravity, day length, weather, growth. Each tier widens what you can bend: islands at T7, continents at T9, and at T10 planets and the rules of the world you live in. Every edit costs energy and respects per-tick and ownership limits: just more devices on the same bus.

  • Pocket worlds with their own rules (T5)
  • Rule zones in Volt
  • Volt worldgen
  • Home rules (T10)

Released work lives in the wiki. Built: on the development build, not out yet, and not yet tried in game. Underway: being built now. Planned: agreed, not started. Researching: being looked into, nothing agreed. Release numbers are targets; the in-game verdict is yours, and testing notes are welcome.

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