

Best Value
🟤 Copper Plan
4
Every month
Resolution: 128 × 128
✔ High-quality upgrade over vanilla
✔ Balanced performance and visuals
🌱 Perfect entry level for immersive gameplay
Valid until canceled

Best Value
⚪ Silver Plan
7
Every month
Resolution: 256 × 256
✔ Sharper details and richer materials
✔ Enhanced depth and lighting
✨ Recommended for realism-focused players
Valid until canceled

Best Value
🟡 Gold Plan
10
Every month
Resolution: 512 × 512 / 1024 × 1024
✔ Ultra-high resolution textures
✔ Maximum material detail and realism
✔ Designed for powerful systems and VR
💎 The ultimate VRRW visual experience
Valid until canceled
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🌍 VRRW DEVELOPMENT ROADMAP
From Experimental Systems to a Living World
VRRW is already more than an idea.
VRRW Overworld, OBJAnim and Nations & Villagers: AI Reborn are publicly available and form the technical foundation of the project.
This roadmap does not list every feature inside VRRW.
It shows the path toward one connected, stable and playable experience.
📍 CURRENT STATE — SEPTEMBER 2026
✅ Public Foundation
🌿 VRRW Overworld
The environmental layer of VRRW is already public.
Current foundations include:
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redesigned trees and vegetation
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physical tree harvesting
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natural surface details
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VRRW graphics and shader systems
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performance settings and visual presets
-
integration with the wider VRRW ecosystem
🎬 VRRW Animation — OBJAnim
OBJAnim is the model, animation and physical-world foundation.
Current foundations include:
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OBJ model import
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animated entities, items and world objects
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timeline and keyframe animation
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in-game model editing
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behavior configuration
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sounds and activities
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Smooth Terrain / SurfaceNet
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custom collision systems
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APIs for other VRRW systems
🏙 Nations & Villagers — AI Reborn
AI Reborn is the civilization layer.
A large number of systems already exist or are being tested, including:
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land ownership
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workers and jobs
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construction
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settlements and cities
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economy
-
logistics
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diplomacy
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military systems
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vehicles
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online systems
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Crossworld concepts
Some systems are stable enough for gameplay while others remain experimental.
🔧 MILESTONE 1 — VRRW CORE INTEGRATION
STATUS: 🔴 NOW
Goal
Turn the existing VRRW technologies into one reliable foundation.
The priority is no longer adding the largest possible number of systems.
The priority is making the systems that already exist work together consistently.
Main Focus
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Overworld ↔ OBJAnim integration
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AI Reborn ↔ physical world integration
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SurfaceNet and collision stability
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multiplayer synchronization
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performance optimization
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graphics presets for different hardware
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configuration cleanup
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installation process
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dependency handling
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crash and compatibility fixes
-
clearer tutorials and documentation
Milestone Complete When
A new player can install the required VRRW projects, create a world and enter the main gameplay loop without developer commands, manual repairs or undocumented setup steps.
🌲 MILESTONE 2 — PHYSICAL SURVIVAL
STATUS: 🟠 ACTIVE DEVELOPMENT
Goal
Make interaction with the world feel physical instead of purely block-based.
This is where VRRW must prove that the new terrain and models are not only graphical technology.
They must create gameplay.
Core Gameplay Loop
Find a tree
→ cut it
→ tree physically falls
→ collect usable wood
Find stone or ore
→ physically carve the terrain
→ create a permanent cavity
→ recover the correct resource
Resources
→ transport them
→ store them
→ use them for construction
Development Focus
-
improved tree cutting
-
falling-tree collision
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physical resource harvesting
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3D terrain mining
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reliable resource detection
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ore and stone fragments
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persistent terrain deformation
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survival balancing
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tool progression
-
performance with large modified terrain areas
Milestone Complete When
A player can gather the basic materials for a settlement using VRRW's physical survival systems instead of relying on the classic Minecraft block-breaking loop.
🏠 MILESTONE 3 — THE FIRST LIVING SETTLEMENT
STATUS: 🟡 NEXT
Goal
Create one complete civilization gameplay loop from beginning to functioning settlement.
Player Journey
Find the Country Seller
→ claim land
→ hire the first citizen
→ gather resources
→ construct a Town Hall
→ construct homes
→ assign jobs
→ establish storage
→ create food and water production
→ keep the settlement alive
Core Systems
-
territory
-
Town Hall
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citizens
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homes
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builders
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lumberjacks
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miners
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farmers
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ranchers
-
warehouses
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water systems
-
basic citizen routines
Milestone Complete When
A settlement can be founded and maintained entirely through normal survival gameplay without spawning structures, resources or workers through developer tools.
⚙️ MILESTONE 4 — THE SELF-SUSTAINING CITY
STATUS: 🔵 AFTER SETTLEMENT
Goal
Transform a settlement from a collection of buildings into a system.
The city should begin reacting to what happens inside it.
Development Focus
📦 Production
Extraction
→ transport
→ storage
→ processing
→ consumption
🍞 Food
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production
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consumption
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freshness
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storage
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shortages
💧 Water
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extraction
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purification
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storage
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consumption
🚚 Logistics
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warehouses
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cargo
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transport vehicles
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production routes
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autonomous resource movement
👥 Population
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jobs
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homes
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daily routines
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supply requirements
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population growth
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migration
Milestone Complete When
The success or failure of a city is determined by its production, population and logistics rather than simply by how many buildings the player has constructed.
🌟 MILESTONE 5 — A CITY THAT REACTS
STATUS: 🔵 FUTURE DEVELOPMENT
Goal
Give societies consequences.
Cities should no longer behave the same regardless of what happens to them.
Systems
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reputation
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prosperity
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shortages
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population pressure
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migration
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citizen reactions
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social stability
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emergencies
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crime and public services
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health systems
-
city development stages
Example
Food shortage
→ citizens become undersupplied
→ productivity decreases
→ migration dcreases
→ reputation falls
→ economic output drops
The systems should create the story instead of the game simply displaying a scripted event.
Milestone Complete When
Two settlements exposed to different conditions naturally develop into noticeably different societies.
🤝 MILESTONE 6 — NATIONS, DIPLOMACY & WAR
STATUS: 🔵 FUTURE DEVELOPMENT
Goal
Connect individual cities into a political world.
Development Focus
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dynamic borders
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alliances
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diplomacy
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diplomatic ranks
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trade agreements
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tribute
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war declarations
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soldiers
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military logistics
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defensive structures
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sieges
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territorial conquest
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city damage
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refugees
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post-war recovery
The Intended Loop
Cities compete for resources.
Resources create political pressure.
Political pressure creates alliances or conflict.
Conflict changes territory.
War damages cities.
Damaged cities create shortages and refugees.
The world remembers the result.
Milestone Complete When
A conflict between two settlements can permanently change borders, population, infrastructure and economic conditions.
🌐 MILESTONE 7 — CROSSWORLD
STATUS: 🟣 LONG-TERM
Goal
Connect independent VRRW worlds and servers into a larger universe.
A Minecraft server should no longer necessarily be an isolated world.
Development Focus
-
Crossworld identity
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persistent alliances
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shared economic systems
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secure global transactions
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server-to-server interaction
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global events
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public-server infrastructure
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exploit and duplication protection
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privacy controls
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offline/local-only mode
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long-term persistence
Vision
Your singleplayer world can become the origin of a nation.
A multiplayer server can become its capital.
Another server can become a trade hub.
Another can become an enemy territory.
Together they form the VRRW Universe.
Milestone Complete When
Independent supported worlds can interact without destroying survival balance, persistence or player ownership.
🚀 MILESTONE 8 — VRRW 1.0
THE CONNECTED EXPERIENCE
VRRW 1.0 is not defined by having every possible feature.
It is reached when the major systems form one understandable and stable gameplay experience.
A player should be able to:
enter a living world
→ gather resources physically
→ claim territory
→ found a settlement
→ employ citizens
→ build production chains
→ grow into a city
→ interact economically
→ form political relationships
→ experience conflict and consequences
→ leave permanent marks on the world
At that point, VRRW has achieved its central promise:
Cities that grow.
Citizens that act.
A world that changes.
🧪 EXPERIMENTAL & OPTIONAL SYSTEMS
VRRW contains many additional experiments and systems.
They may appear before their corresponding milestone is complete, but their existence does not automatically move the roadmap forward.
Examples include advanced vehicles, aircraft, military technology, hospitals, courts, prisons, restaurants, voice systems, AI-generated events, browser features, advanced economy systems and other experimental content.
A feature being implemented is not the same thing as a milestone being finished.
Roadmap progress is measured by complete gameplay loops — not by feature count.
🗳 COMMUNITY DEVELOPMENT
Community feedback can influence priorities inside each milestone.
Suggestions may change:
-
balancing
-
presentation
-
individual mechanics
-
quality-of-life features
-
visual presets
-
optional systems
The core milestone order remains focused on dependencies:
Foundation → Survival → Settlement → City → Society → Nations → Crossworld
This prevents VRRW from becoming a collection of disconnected systems.
🌍 THE LONG-TERM VISION
VRRW is not trying to replace Minecraft with a list of features.
It is exploring what happens when Minecraft becomes the foundation for a persistent physical civilization sandbox.
The technology already exists in pieces.
The roadmap is about connecting those pieces into a world that actually lives.
