Path of the Shaman

Path of the Shaman (PotS) is open world but story driven single player RPG that contains many familiar aspects, but with focus on the immersion. The main character of the story is orc shaman called Nazgrek. While inspired by Warcraft's universe, the story, locations, and characters in Path of the Shaman are fictional and non-canonical to Warcraft's timeline.

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Project timeline information & and update

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Path of the Shaman

Path of the Shaman — Project timeline/roadmap information

This post outlines the current development roadmap for Path of the Shaman.

Disclaimer:
All dates below are estimates. The roadmap is subject to change as development progresses, blockers appear, systems are rewritten, quests expand, or testing reveals that a release needs more time. As I develop the entire project along some things take time to implement (especially testing related).

Changelog

If you are interested in seeing my in-depth development status, you can checkout Github - Changelog for up-to-date changes.



Timeline assumptions

  • Development is currently solo development.
  • The estimated workload is roughly 15–20 focused development hours per week (which is unrealistic, though sometimes achieved)
  • Subzones, dungeons, interiors, and support areas may grow as quests and storylines require them.
  • Timeline targets are motivational dates



Project scope snapshot

ItemApprox. countMeaning
Parent TODO tasks330Larger task groups / work packages reviewed in the roadmap source.
Checklist requirements / sub-items4,544The real detailed requirement count: systems, quests, zones, terrain work, audio, testing, polish, etc.
Roadmap-level deliverables29High-level production blocks in the roadmap table.
Actionable roadmap objectives91Tracked objectives in the ObjectiveTracker sheet.
Zone entries tracked54Master zones, subzones, dungeons, interiors, and support areas.
Zone component checks~43254 zones × roughly 8 tracked components: design, terrain, weather, quest plan, quest implementation, dialog, voice, testing.


These numbers may increase as the world becomes more detailed, but I know that also have many tasks that I actually have done but have not closed properly (Possible reasons: check/review/test needed, ...)



Main Release Timeline
The forecast/target deadlines seemed quite far away especially after 0.1 version (see forecast on 0.1). I had to make some more nearer deadlines so the project could try to release before WC4. 😆
The forecast is based on GPT5.4 and my analysis on my Requirements/tasks and dates of completions, git commits, changelog history, etc.
GPT's forecast was very far away (which could be true based on how long this project has already taken for me), but what actually has taken time is the creating all these systems and tools so I can actually create decent quality implementations on map, and development will now start to accelerate faster as many foundational systems are in place.

ReleaseEstimated DatePurpose
0.1 AlphaStretch target: Dec 31, 2026
Current forecast: Mar 19, 2027
First playable version: opening zones, first dungeon package, core systems, intro quest flow, and early story content.
0.2 April 24, 2027Expanded playable version with more dungeons, quests and story available. Overall deeper faction and story continuity.
0.3 July 21, 2027Expanded playable version with focus more on the refining companions, professions and midgame quests and storyline.
0.9 BetaSeptember 10, 2027Late-game volcanic areas, and endgame dungeon content in beta form. Target to have most systems in refined working state and game mostly playable.
1.0 Story CompleteDecember 7, 2027Main story closure, final polish, balance pass (this will be hard...), performance cleanup, voicing cleanup/adjusts, and first story-complete public version.



0.1 Alpha — Player-facing goal

The first alpha is meant to prove the core experience and provide a stable playable version of the game with lots of content available, but can and will be bound to unseen/seen bugs and issues.

Planned focus:

  • A stable playable start.
  • Riverbane, Sereneglade, and Thornwoods as the opening adventure space.
  • The first dungeon package.
  • Working quest flow, quest UI, minimap, inventory / equipment, and core companions.
  • First meaningful story, dialog, and voice coverage for the opening arc.
  • Intro sequence, starter quest chains, and alpha cinematics.

Main development work behind 0.1

  • Finalize the story skeleton and quest flowchart.
  • Stabilize quest, respawn, reputation, patrol / follow, AI ownership, minimap, UI, companion, and inventory systems.
  • Harden Quest Systems (QuestMaster, QuestGiver, sublibraries, ....) quest reward logic, icons, and reusable quest templates.
  • Complete weather, fog, day / night cycle, and atmosphere setup for most zones.
  • Script and create missing voicelines necessary for the Alpha release version.



Main factors

The largest factors affecting the timeline/development work are:

  • Story architecture and consistency
  • Quest system design and integration.
  • Dialog and cinematic implementation.
  • Voiceline generation and relevant JASS libraries hookup.
  • System stabilization across AI, patrol, respawn, inventory, minimap, UI, weather, and companions.
  • Testing, troubleshooting (biggest timesink), bug fixing, balancing ...



Some screenshots of current game
Abilities UI
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Dynamic "HQ" Minimap with zoom/enlarge function
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Random screenshot from 'Sirensong' zone
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Stats UI - Player Heroes, pet and companions are displayed here in detail with status/stats/abilities
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Professions UI
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Faction reputations
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Zul'kis (Player 2nd Hero) - Switchable & strategic gameplay with both heroes
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That's enough teaser for now! :)
 
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