Kzeroko KTM2

KTM2

Roadmap

What is being built, in the order it is being built. Nothing here has a date attached — this is a solo project, and a date would be a guess dressed up as a promise.

In progress

3

NPC & dialogue overhaul

Branching dialogue, emotions, followers and city routines, all running on one data-driven schema rather than hand-wired scripts.

Immersive crafting

Metallurgy and alchemy that happen in the world instead of a 3×3 grid. Forgery and blueprint research are the first two pieces already in.

UI & readability pass

Upgrade stations, skill requirements and customisation screens rebuilt so the numbers you need are the ones on screen.

Next up

3

Skill tree depth

More branch variety and real interdependencies between nodes, gated by level, adventurer rank and born-with talents.

Endgame itemisation

Higher-tier blueprints, artifact relics and armour sets with identities of their own instead of a flat stat increase.

Hybrid build support

Spells and gear designed specifically to bridge martial and magic play, so the middle of the build space stops being a trap.

Planned

3

Gem synergy

More elemental procs, deeper curse interactions and per-slot socket profile tuning.

Economy & loot

A broader crafting economy and rare drop tables that hold up through late game, priced against the WorldDict economy design.

Combat pacing

Continuous tuning of weapon attributes, mob behaviour and animation weight to match how the pack actually plays.