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Aurora OS.js RØ₳ĐM₳₱

Roadmap Progress

Vision
Aurora OS.js evolves in clearly defined stages: first as a functional desktop OS sandbox, then as a playable single-player hacking game, and finally as a persistent multiplayer hacking experience.

Versioning follows semantic principles (explained at the bottom):

  • 0.x.x → Functional virtual OS (no game systems)
  • 1.x.x → Playable single-player hacking game (Steam Early Access)
  • 2.x.x → Persistent multiplayer hacking world (Steamworks)

Stage 0 - ₣ØɄ₦Đ₳₮łØ₦ & U₴₳฿łⱠł₮Ɏ (0.x.x)

Versions: 0.1.0 → 0.9.x
Distribution: GitHub / Web (no Steam)

Goal

Deliver a functional desktop OS with real applications and natural usability, without any game mechanics.

Success Criteria

  • Desktop interaction feels natural (windows, drag & drop, file handling)
  • Core apps are fully functional (no placeholders)
  • Persistent filesystem with configurable users
  • Stable and repeatable onboarding / first-boot experience

Core Deliverables

Virtual Filesystem

  • Persistent storage
  • User accounts: root, guest, player-defined user
  • Permissions and isolation foundations

Onboarding & First Boot

  • Fresh install / “New Game” flow
  • User creation and environment setup

Core Applications (Fully Functional)

  • Photos — browse and open images
  • Videos — playback support
  • Music — playlists and playback
  • Notepad — edit and persist text

Desktop UX & System Tools

  • Window management
  • File associations
  • Basic shell / terminal

Milestones

  • 0.1.0 — Early functional desktop
  • 0.3.0 — Core UX stabilized
  • 0.5.0 — Desktop usable, core apps functional
  • 0.6.0 — OS usable end-to-end
  • 0.8.5 — Pre-alpha release with fluid experience
  • 0.9.x — Game systems begin to integrate

Stage 1 - Sł₦₲ⱠɆ-₱Ⱡ₳ɎER Ⱨ₳₵₭ł₦₲ ₲₳MɆ (1.x.x)

Versions: 1.0.0 → 1.9.x
Distribution: Steam Early Access (single-player only)

Goal

Transform Aurora OS into a playable single-player hacking game, built directly on top of the OS foundation.

Success Criteria

  • Complete single-player gameplay loop (start → progression → end state)
  • OS and game mechanics integrate naturally
  • Player progression and objectives are clear and coherent

Core Deliverables

Game Systems

  • Missions and objectives
  • Progression and difficulty scaling

Hacking Mechanics

  • Virtual systems and targets
  • Ports, logs, tools, traces, and challenges

Puzzle & Scripting Layer

  • Logic-based hacking challenges
  • In-OS scripting and automation

Game UI Integration

  • Diegetic UI embedded in the desktop
  • Non-intrusive overlays that preserve OS usability

Narrative & World-Building

  • Lore fragments
  • Guidance and contextual storytelling

Milestones

  • 1.0.0 — Fully playable single-player experience (Steam Early Access launch)
  • 1.3.0 — Expanded hacking systems
  • 1.7.0 — Content-complete and polished
  • 1.9.x — Stable, public-ready single-player

Stage 2 - MɄⱠ₮ł₱Ⱡ₳YEⱤ Ⱨ₳₵₭ł₦₲ ₩ØⱤLĐ (2.x.x)

Distribution: Steam (Steamworks-powered)

Goal

Evolve Aurora OS into a connected, persistent multiplayer hacking environment, inspired by long-lived worlds such as Grey Hack and Hackmud.

Success Criteria

  • Reliable multiplayer sessions
  • Persistent shared game state
  • Secure, fair, and server-authoritative interactions

Core Deliverables

Networking & Persistence

  • Session and identity management
  • Long-lived, persistent servers

Multiplayer Systems

  • Cooperative and competitive hacking
  • Shared targets and objectives

Progression & Reputation

  • Rankings and leaderboards
  • Shared achievements and long-term identity

Security & Permissions

  • Anti-abuse systems
  • Server authority and validation

Milestones

  • 2.0.0 — Multiplayer alpha
  • 2.5.0 — Feature-complete multiplayer core
  • 2.9.x — Public multiplayer beta

VɆⱤ₴łØ₦ ₦ɄM฿ɆⱤ MɆ₳₦ł₦₲

MAJOR (x.0.0)

Incremented when fundamental system paradigms change.

This includes:

  • Breaking changes to internal or external APIs
  • Core architecture rewrites (filesystem, runtime, process model)
  • Major UX paradigm shifts
  • Removal or redesign of existing core systems
  • Any change that breaks backward compatibility

Examples:

  • 1.0.0 — Aurora transitions from OS-only to playable game
  • 2.0.0 — Multiplayer and persistent world architecture introduced

Major versions are rare and intentional.


MINOR (x.y.0)

Incremented when new functionality or meaningful expansion is added without breaking compatibility.

This is the most common increment during active development.

Triggers

Core App Graduation

  • App transitions from placeholder to functional
  • Real UI, filesystem integration, persistence

System & UX Expansion

  • New desktop workflows
  • Improved window management
  • Onboarding improvements
  • New system utilities

Examples:

  • 0.3.0 — Desktop interactions stabilized
  • 0.4.0 — File associations implemented
  • 1.1.0 — Expanded onboarding and player systems

PATCH (x.y.z)

Incremented for fixes and polish only.

Patch releases:

  • Do not introduce new features
  • Do not break existing behavior

Triggers

  • Bug fixes
  • Performance improvements
  • UI and consistency polish
  • Edge-case handling

Examples:

  • 0.4.1 — Fix file save bug
  • 1.2.3 — Improve startup performance

ĐɆVɆⱠØPMɆ₦₮ ₱Ⱨ₳₴ɆS & MIⱠɆ₴₮Ø₦Ɇ₴

Version Range Meaning
0.x.x Experimental OS phase — APIs may change
0.5.0 Desktop usable, core apps functional
0.8.5 Pre-alpha release with fluid experience
1.0.0 Playable single-player baseline
1.x.x Single-player expansion and stabilization
2.0.0 Persistent multiplayer architecture

₵ØMMł₮ → VɆⱤ₴łØ₦ M₳₱PPI₦₲ (Guideline)

Recommended commit conventions:

  • feat:MINOR bump
  • fix:PATCH bump
  • feat!: or breaking change → MAJOR bump
  • refactor: → PATCH unless behavior changes

This enables predictable versioning and future automation.