# Aetherbound Guild Full-Game Implementation Roadmap > Status: `ACTIVE` > Owner-approved: `2026-08-16` > Active phase: `FG-4 Complete RG-03 And RG-04` > Program Goal: `docs/goals/AETHERBOUND_GUILD_COMPLETE_DEVELOPMENT_GOAL.md` > Active milestone plan: `docs/runtime/fg4/IMPLEMENTATION_PLAN.md` ## Current Truth - The complete design catalogs exist, but a design row is not implemented content and a production brief is not a finished asset. - RG-01's two Contracts have a verified playable runtime baseline. - RG-02 is runtime-verified through Round 4 and stable Market 5. - P10.3 is complete through stable Market 8 at `simulation_verified + runtime_verified + agent_visual_reviewed`. Five profiles and the complete Save-v9/layout candidate matrix pass from fixed source `d00c7ad`. - The executable and production presentation authority now covers 4 of 16 Contracts through the complete RG-02 candidate. - FG-2 is locally complete at immutable source `3302134`. Candidate, Release Web and real-browser-touch evidence pass. On 2026-08-16 the Owner authorized continued development from private Gallery item `GA9__qV4NWw5`; unreported human comprehension, fun and listening judgments remain open. - FG-3 source `370f2a5` passes five-profile simulation, 15-state Save-v10 persistence, complete RG-02 normal rendering, parsed touch, media, audio and MovieWriter gates. Read-only PMO acceptance is complete. - FG-4 Step 5 source `791187c` closes the complete RG-03 candidate. Five profiles cover 265 decisions, 16 winning secondary responses, permanent-loss recovery, nine reloads and 15 Save-v11 states; the retained production runtime passes 12-state layout/accessibility, parsed touch, event-bound audio and a 24.83-second recording. Six of sixteen Contracts now reach `simulation_verified + runtime_verified` production presentation. ## Program Sequence Only one phase and one child-plan step may be `IN_PROGRESS`. | Phase | Status | Player outcome | Owned production | Exit evidence | Owner gate | | --- | --- | --- | --- | --- | --- | | `FG-0` Program activation | `COMPLETE` | Development has one visible endpoint and ordered route. | Program Goal, roadmap, checkpoint and ledger. | Clean pushed planning commit. | Approved 2026-08-16. | | `FG-1` Finish P10.3 | `COMPLETE` | Clear Siltwake Rounds 5-7, choose an Artifact, optionally promote and reload at changed Market 8. | Existing P10.3 Steps 3-5 only. | Battle counterfactuals, five profiles, save/layout matrix, parsed-touch runtime and recording. | No pause. | | `FG-2` Production vertical slice and canonical runtime | `COMPLETE` | One Market -> preparation -> battle -> result/recovery chain looks, moves and sounds like the final game. | Canonical runtime/state integration; final-direction landscape UI; representative actor/enemy animation; event-bound VFX; first music/SFX mix; production asset pipeline. | Functional regressions, 15-30 second normal-render recording, target-size frames, machine media checks and H5 review build. | Owner authorized continuation on 2026-08-16. | | `FG-3` Complete RG-02 | `COMPLETE` | Finish both Siltwake Contracts, both Bosses and unlock RG-03 with a changed persistent Guild. | Remaining `EQ-065..080`, `AR-009..015`, both RG-02 Bosses, Round 8-12 and complete second Contract content, art and audio. | Source `370f2a5`; five profiles, 15-state persistence, complete runtime/media/audio candidate. | PMO accepted 2026-08-16. | | `FG-4` Complete RG-03 and RG-04 | `IN_PROGRESS` | Master delayed heat/construct pressure, then copied actions and archive clauses across four new Contracts. | `EQ-081..160`, `AR-016..030`, `EN-R3/R4`, four Bosses, environments, actors, VFX and regional music/SFX. | Chapter-sized content audits, five profiles per Region, full regression, runtime and asset/audio provenance. | **Checkpoint 2: midgame depth, clarity and continuation.** | | `FG-5` Complete RG-05 and RG-06 | `PENDING` | Adapt to echoes, rear intrusion, moving rail order and airborne timing across four Contracts. | `EQ-161..240`, `AR-031..045`, `EN-R5/R6`, four Bosses and complete production media. | Same content, balance, save, runtime, accessibility and media gates as FG-4. | No pause. | | `FG-6` Complete RG-07 and RG-08 | `PENDING` | Resolve hidden-information and synthesis Regions, defeat the final Boss and choose Chronicle or Oath Season. | `EQ-241..320`, `AR-046..060`, `EN-R7/R8`, four Bosses, ending, Final Ledger and full campaign presentation. | End-to-end first-clear simulations, ending atomicity, full campaign runtime checkpoints and complete content/media coverage. | **Checkpoint 3: first-clear beta.** | | `FG-7` Mastery and postgame | `PENDING` | Discover six hidden hybrids and play strategically different Oath runs without flat-power grinding. | Hidden Profession unlocks, optional run laws, alternate Boss breadth, Records, collection knowledge and mastery challenges. | 60+ hour modeled breadth, anti-dominance profiles, save migration and representative postgame runtime. | No pause unless product depth fails. | | `FG-8` Alpha, beta and local release candidate | `PENDING` | A new player can understand, finish and replay the complete game in a stable local build. | Whole-game UX polish, balance, localization, accessibility, performance, lifecycle, final media coverage and defect closure. | Full suite, campaign simulations, complete state matrix, normal-render recordings, fresh review H5 and clean pushed source. | Final Owner human acceptance remains open. | ## Milestone Rules Every phase receives its own child Goal, frozen contract and implementation plan before product edits. Each plan must: 1. define one player-visible stopping point; 2. keep exactly one step `IN_PROGRESS`; 3. list owned and forbidden paths; 4. test static/schema, focused behavior, regressions, simulations and runtime in increasing cost order; 5. create an explicit focused commit and push it before advancing; 6. update this roadmap, `CURRENT_CHECKPOINT.md` and the append-only ledger only after the actual state changes. Ordinary completion advances directly to the next approved phase. Work pauses only at the three Owner checkpoints, a real product redesign boundary, an external service/account blocker, or a separately authorized delivery boundary. ## Content Completion Definition A content identity is complete only when its schema validates, mechanic is implemented, references resolve, localization exists, decision counterfactual passes, production asset/audio state is recorded and the content appears in a real rendered encounter. Count-only JSON or Markdown does not close content. Bulk Region production must reuse the FG-2 canonical runtime and production pipeline. Do not create another phase-specific duplicate simulator for each Region. Compatibility adapters may preserve immutable regressions, but new gameplay authority must have one source of truth. ## Planned Human Review Deliveries - **Checkpoint 1:** short H5 focused on final-direction Market, battle motion, result and recovery. This decides presentation before bulk production. - **Checkpoint 2:** continuous build through RG-04 for strategy-depth and comprehension review. - **Checkpoint 3:** complete first-clear beta and later final local candidate. H5 export/deployment is activated at each checkpoint; native packaging, signing, device installation, stores and publishing remain outside this plan. ## Program Issue Register | ID | Status | Boundary | | --- | --- | --- | | `FG-I01` | `RESOLVED_FG1` | P10.3 Step 3 proves three Artifact and two promotion valuation reversals. | | `FG-I02` | `RESOLVED_FG2_STEP1` | The campaign adapter now preserves exact P10.0 snapshots/events and forwards all transactions to canonical services. | | `FG-I03` | `RESOLVED_FG2_STEP4` | Production art, motion and original event-bound audio now pass their local runtime/machine gates. | | `FG-I04` | `OPEN_OWNER` | Human comprehension, fun, visual and listening acceptance remain unproven. | | `FG-I05` | `FROZEN_DELIVERY` | Device, packaging, signing, stores and release require separate Owner authorization. | ## Immediate Next Action Implement FG4 Step 10 only: add the combined RG-03/RG-04 five-profile and Save-v11 candidate tests, then create one runtime-only cached H5 and private checkpoint-2 handoff without changing gameplay, content or presentation.