What a walking RPG could be, if you kept building it.
already in the game
The foundation is real, not a mockup.
Everything on this list is built, tested and in the hands of players today.
The roadmap below is what gets stacked on top of it.
Turn-based duels
Three archetypes
Procedural loot & affixes
Elemental damage & resistances
Salvage, reroll & upgrade crafting
A bestiary that fills as you walk
Creatures that follow the real sun
Abilities unlocked by level
Encounters resolved while you walk
Indoor and treadmill distance
An encounter log
Miles or kilometers
Everything past this point is unbuilt, and none of it has a date. Grimtread is built by
one person, and this page exists to show the shape of the ambition rather than a schedule.
Everything below is an idea that has been thought through and written down. Some are nearly
designed. Some are a paragraph and a hunch. Things will be cut. Things not on this list will
arrive instead. Read it as a direction, not a delivery.
the loot
Drops worth stopping for.
The itemization model is Diablo and Path of Exile: most of what falls is
forgettable, and the exceptions are what you play for. Right now the game has rarities, affixes
and crafting. That's the floor, not the ceiling.
Unique and set items
The drops that change how you play rather than how big your numbers are. A unique is exciting when it does something no rolled item can: a piece that raises your
resistance ceiling past where anyone else can reach. Not when it has a name and
better stats. Each one designed as a trade, never a strict upgrade.
Sockets, gems and runewords
Diablo II's system, specifically: items drop with sockets, gems and runes slot into them,
and the right runes in the right base spell out something far beyond the sum of its parts.
A second progression axis that needs no new creatures and no new places, because the
walking already makes the drops.
Weapons that aren't interchangeable
Today a hammer and a sword are the same object with different numbers. Making the base
type mechanically real means the kind of weapon you carry matters, and it opens the door to gear with real identity: a shield that only a fighter wants, a
focus that only a mage does, without locking anyone out of anything.
Crafting that aims
The bench can already salvage, reroll and upgrade, but a reroll rolls everything at once
and hopes. The version worth building lets you go after the stat you actually need, so a
fire-resistant chest piece is something you can work toward rather than wait for.
Gear that looks like the class wearing it
A mage currently loots a greatsword and equips it perfectly happily. Nothing is broken;
it just reads wrong. Wands, staves, off-hand focuses and robes exist so a caster looks like a caster. That is a fantasy problem rather than a
balance one, which is exactly why it's worth fixing.
the fights
Enemies with something to say.
A creature today is a stat block and a counter-attack. The interesting version
is one where losing teaches you something about what you fought.
Creatures with move sets
Kits of distinct, telegraphed abilities: a heavy wind-up, a defensive brace, an elemental
special. A fight then varies by opponent rather than by stat total. The creatures that
favour the evening should fight differently, not just look different.
Piercing, bludgeoning, slashing
Physical is the damage nearly everything deals, which makes it the one worth subdividing.
Split it and armour stops being a single number.
A mace becomes the answer to the thing your sword can't cut, and the weapon in
your hand becomes a decision.
Creatures as bases, not fixed cards
Instead of a creature always being the same rarity, roll it when you meet one, with
the difficulty, the rewards and the artwork all changing with the roll. The same idea as item
bases, pointed at the bestiary.
Elemental answers you can choose
Gear can already lend a fighter an element. The deeper version lets you spend
progression to reach one deliberately, so answering a resistant enemy is a build
decision rather than a lucky drop. A mage gets a physical option for the same reason.
the world
Where you walk should matter.
The sun already changes what you meet. It shouldn't be the only thing that
does.
Choose your setting
Pick where the walk takes you before you set out: a ruined keep, a bog, a desert. Then
meet the creatures that belong there. The light still changes them on top. Your street
doesn't change; what you're walking through does.
Finds that aren't fights
Sometimes what crosses your path is a chest rather than a creature. A reward that asks
nothing of you, for the walks where you can't stop and look at your phone, which is most
of them.
A glance, not an app
The core promise is that the game happens while you walk. Putting the distance,
the fights resolving themselves and the warning that something is stalking you onto the
lock screen makes that real without you ever opening anything.
Sound and music
Currently silent. Hits, crits, loot and level-ups have obvious moments to land on, and an
ambient loop for the walk itself. That is the kind of thing that turns a systems demo into
a place.
the walk
A game that's honest about being exercise.
It's a role-playing game that happens to be powered by walking. That second
half deserves building for on its own terms.
Daily goals
A distance to aim at today, and a reason to come back tomorrow. The more interesting
version adopts the goal you already set in your phone's own fitness app, rather
than asking you to keep two numbers in your head.
Is this actually helping?
The question worth answering is whether the game actually gets people walking. The app
already records how far you go each day, so the honest version of this reads your own trend
back to you, on your own device, and is willing to find out the answer is no.
Effort that shapes, never inflates
What kind of movement you did could change what your character becomes, without ever
changing how strong they get. A deliberate line: the moment real fitness buys
power, the game starts rewarding people for being able to do more, and that's a different
game than this one.
Indoor progress that works for everyone
Treadmills and hallways already count, but indoors the app leans on step counting, and
steps are a walking-specific proxy that leaves out anyone who doesn't take them. Outdoors
has never had this problem, because distance doesn't care how you move. Closing that
gap indoors is on the list, and it is a real gap, not a rounding error.
More of the world, painted
Eleven creatures are painted so far, each with a portrait for both lights; the rest of the
roster is waiting its turn. More creatures, more places, and eventually artists and
animators rather than placeholders. The current art is a stand-in and is treated as one.
the part that isn't a feature
What the game will never ask of you.
These aren't planned. They're already true, and they constrain everything
above. When a feature on this page conflicts with one of them, the feature is what
changes.
Progress never needs a risk
Creatures change with the light, and the rewards do not. Rarity is settled before the
hour is even considered, so nothing out there is rarer or richer once the sun drops. You
are never nudged somewhere you'd rather not be for a better drop.
Your neighborhood is enough
Progress comes from distance, not from landmarks. There are no gyms, no stops, no places
you have to drive to. A rural road and a city block pay exactly the same, which is not
true of most games in this genre.
No streak to lose
Nothing decays because you took a week off. A game about building a healthy habit should
not punish you for the days life got in the way. That is how a habit becomes a chore, and
then an uninstall.
Speed earns nothing
A stroll and a run pay exactly the same per mile. The game counts the ground you
covered and never how fast you covered it, and outdoors it has no idea whether you
walked, pushed or rolled. There is one ceiling, at 25 km/h, and it is there to rule out
car journeys rather than people.