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What's coming

Menyr is in playtest and grows release by release. This page lists what has been announced but isn't available yet.

The detailed roadmap

It's public and kept up to date at roadmap.menyr.com.

Version 0.9: the interface overhaul

This is the priority project, and it brings far more than a fresh coat of paint.

Interface

  • Movable, dockable windows with layout presets
  • Main menu rework
  • Built-in tutorials and a dedicated learning area
  • Contextual key hints in the HUD

Permissions

  • The game master will be able to define what each player can do
  • Build mode will become host-only

Play tools

  • Enhanced dice tool: modifiers, conditions, saved rolls
  • Note taking
  • First elements of the character sheet: laying out the structure
  • A first pass on playing within Menyr: the individual building blocks, without automation yet

Version 0.10: the marketplace

A content marketplace, in two stages:

  1. First, buying skins and assets sold by NOG
  2. Then, user-to-user sales: assets, maps, creations

Its opening will mark the move from playtest to early access.

Planned, no version announced

Game system automation. Rule calculations, beyond the building blocks laid down in 0.9.

Procedural architecture generators. Automatically generated villages and buildings.

Heightmap import. Building terrain from an existing image.

Board sizes S and M. 1 km² and 25 km², alongside the current 100 km².

Personal asset import. Your own models in Menyr, tied to the marketplace.

Bulk editing. Configuring several resources at once.

Editable landforms. Choosing whether a landform is additive or subtractive.

Vegetation caching. A significant performance gain, planned soon.

Co-building. Several people in build mode simultaneously.

Following along

Menyr Documentation, The Storytelling Engine