MUNERABLOOD OF ROME
Updated 23 September 2026 · build 0.0.51

The Roadmap

The arena comes first and is playable in testing. The world beyond it is being designed in simulation, one round at a time, before any of it is built for players. Dates are not promised; order is.

Done built and tested Now in progress Next planned, in order Later planned, not yet scheduled
Done

The arena

  • Accounts and the ludusSign-up with a confirmed email, a free starting gladiator, and daily orders that limit how much a ludus can do.
  • Roman coin and the ledgerAsses, denarii and Tessera, with every movement recorded and balanced. Nothing is created from nowhere.
  • GladiatorsRecruits with hidden potential, traits, training and drills. Registered gladiators with a permanent record.
  • Arms and the workshopEquipment that wears and can be mended, a loadout per fighting class, and crafting by trade.
  • Combat1 v 1 and 3 v 3 on a grid, fourteen commands, injuries, death, and a crowd whose favour decides who is spared.
  • Balance by simulationHundreds of thousands of simulated fights and years of simulated economy before a number is changed.
  • The browser gameThe arena, the ludus, the armoury and the workshop, playable against the AI.
Now

The world, in simulation

  • Provinces and erasItalia, Gallia, Pannonia and the frontier beyond the limes. The world opens new regions and larger armies as players grow it.
  • Governors, taxes and the watchHeld towns, collected taxes, upkeep, town guards, and what happens when a town can't defend itself.
  • Roads and waystationsBuilt a kilometre at a time from the province's own money, priced from Roman inscriptions. Paving arrives with stone.
  • Walls and siegesRaised section by section from hauled stone. Breaches, starvation, and cutting the water.
  • Settlement growthCurrent round: how a camp becomes a vicus and a vicus a town, by its people and what has been built there.
  • This siteThe landing page and this roadmap.
Next

Trade and the ludus

  • The player marketBuying and selling between players, and exchange between Tessera and denarii.
  • Resources and professionsMining, materials and trades, so the iron in a sword came from someone.
  • Ludus managementThe school itself: its buildings, its staff and its reputation.
  • Players against playersMatchmaking between ludi, not only against the AI.
  • Player-owned arenasArenas that players build, run and take a share of.
Later

The open world

  • The world map, playableWhat the simulations settle, built for players: land, roads, towns and territory held by houses.
  • A larger marketplaceContracts, caravans between regions, and prices that differ by province.
  • An optional ownership layerTested on a test network only. No real token and no real-money wagering. The game must be worth playing without it.