VORA · THE ROAD AHEAD

A home in the wild.
A world of stories.

From your first campfire to forgotten towers and guild rivalries. This is the Survival RPG we are building, one playable chapter at a time.

Last reviewed · Plans evolve with player feedback.
ONE SHARED WORLDSkyhaven & the Survival wilds
PROGRESS THROUGH PLAYSkills, stories & player trade
CHOOSE YOUR RISKA neutral hub. A dangerous wilderness.
IN EARLY ACCESS

The first steps
are already here.

Skyhaven and the Survival world are open. The first RPG chapter has just arrived and is ready for player testing.

Open the player guide

A place to settle.

A protected hub, personal claims, homes, local chest shops, a Skyhaven bank using your ender chest, and Java + Bedrock access.

Your first chapter.

Meet Skyhaven’s guides, follow the Chronicles quests, unlock delivery orders and face your first personal boss trial.

Help shape what comes next.

Five-player parties, private chat and ready checks are now available. Quest balance, party flows, bank access and saved hotbar controls still need player testing.

THE BIG PICTURE

Six chapters.
One growing world.

This is our intended order, not a release calendar. Each chapter is split into smaller updates and tested before the next layer is added.

  1. THE NEXT CHAPTERUp next

    Make the first adventure matter.

    A clear path from your first arrival to your first real achievement.

    • Play through the Skyhaven chapter with new players on Java and Bedrock. Improve the quest directions, rewards and personal boss trials.
    • Playtest the saved hotbar switch and Skyhaven bank with full inventories. Add clearer guidance for claims, homes and your first shop.
    • Shape the next quest line around the people of Skyhaven, with memorable characters and a reason to return.

    What we’re working towardsReady when a new player can arrive, settle in and finish the opening chapter without staff guiding every step.

  2. SKILLS & PLAYER TRADEPlanned

    Build a life, not just a base.

    Be the miner, smith, merchant or adventurer other players remember.

    • Develop long-term skill paths, useful crafting professions and equipment choices. Earn mastery through play, with level 99 goals for the planned skill system.
    • Create a global player market with buy and sell orders, clear fees and collection while the seller is offline. Keep local chest shops useful too.
    • Add a secure trade window, crafting commissions and player contracts. Repair costs and other fair expenses help money keep its value.

    What we’re working towardsReady when gathering, crafting and trading support each other, and players can exchange valuables safely.

  3. EXPLORATION & DISCOVERYPlanned

    Leave the familiar paths.

    Find something the map has not already spoiled.

    • Bring distinct regions, old ruins, rare resources and local stories into the Survival world, while preserving existing homes.
    • Hide dungeon entrances behind clues, puzzles and exploration. Climb forgotten towers with increasingly difficult floors and a prize at the top.
    • Add discovery journals, treasure trails, collectibles and a bestiary. Celebrate discoveries without publishing everyone’s secret coordinates.

    What we’re working towardsReady when exploring leads to authored adventures that work for solo players and small groups.

  4. PARTIES, GUILDS & WORLD BOSSESPlanned

    Bring your people.

    Give a group a shared story and a reason to prepare together.

    • Build on the five-player parties, private chat and ready checks now in early access. Add group quest credit and encounter roles shaped by equipment and skills.
    • Create guilds with ranks, shared goals, a recorded guild bank, diplomacy and optional Discord connections.
    • Introduce world bosses with readable attacks, multiple phases and fair participation rewards. Start with cooperative encounters before contested events.

    What we’re working towardsReady when helping the group matters, rewards are fair and a lost connection does not ruin the whole evening.

  5. FRONTIER & GUILD CONFLICTDesign proposal

    Choose the dangerous road.

    High-stakes adventures for players who deliberately enter them.

    • Build on the open-PvP Wilderness and eighteen fixed arrival routes with contested resources, clear risk information and fair encounter balance.
    • Offer optional Frontier outposts that can be raided during defined windows. Use warning periods, offline protection and limited objectives.
    • Try escorted caravans, contested towers and guild strongholds. Test conflict through contained events before opening a persistent raiding system.

    What we’re working towardsReady only after players understand the risks and we have tested protection against repeated targeting, exploits and unfair losses.

  6. WORLD STORIES & LONG-TERM PLAYFuture chapters

    Let the world grow with you.

    A world worth coming back to, without starting your life over.

    • Build longer quest arcs with reputation, meaningful choices, regional threats and new chapters beyond Skyhaven.
    • Run world events, community building projects, seasonal competitions and collection challenges. Avoid routine wipes of homes and permanent progress.
    • Expand endgame crafting, tower challenges, boss collections and purely cosmetic companions. Add content in response to how people actually play.

    What we’re working towardsReady in individual releases, with a stable world and a clear reason for each new system.

OPEN PVP · NEUTRAL HUB · RAIDS PLANNED

Adventure can be risky.
Your home shouldn’t be a surprise.

The Wilderness has open PvP and no safe zones. Skyhaven is the neutral meeting place. Building protection and combat protection are different.

SAFE

Skyhaven

Our neutral hub for shops, meeting friends and resting. No fighting or attacks from inside. You must be out of combat for 20 seconds before travelling back.

OPEN PVP

The wider wilderness

Explore, quest and encounter other players. Enter through one of 18 fixed routes, selected at random. Claims protect blocks and containers, but do not grant PvP immunity. Travel commands need 3 seconds standing still.

FUTURE FEATURE

Guild conflict & raids

Contested resources and raidable outposts are planned. Raid windows, offline protection and clear objectives will be tested before any claim becomes raidable.

No raid protection for sale. No paid combat advantage. Raid and future loot-system rules will be explained before those features enter testing.

TAKE A CLOSER LOOK

More than the next boss.

The smaller systems matter just as much. Explore the ideas behind the roadmap; these are planned improvements unless listed as available above.

STORIESQuests with a little more soul

An opening story that leads into regional chapters, side quests and repeatable work. NPCs should remember what you have done. We want mysteries, choices and rewards worth keeping alongside gathering and combat objectives.

PROGRESSIONSkills, professions & equipment

Long-term gathering, production and combat progression inspired by the satisfaction of OSRS. Mining, woodcutting, farming and fishing should feed smithing, cooking and other crafts. Equipment creates different play styles; being useful should not depend on buying a rank.

ECONOMYA market run by the players

Local shops plus a global market, buy orders, safe direct trades and crafting commissions. Clear prices and fees, offline collection and transaction history make trading easier. Minecraft currency stays separate from Discord Vora Points. No real-money gold or equipment sales.

DISCOVERYHidden dungeons & forgotten towers

Physical places in the Survival world, found through rumours, maps and exploration. Expect keys, puzzles, traps, checkpoints and boss rooms. Resetting an encounter must never erase a nearby player build. Solo adventures and group challenges each need their own rewards.

ENCOUNTERSBosses you learn, not just outgear

Distinct attacks, clear warnings and changing phases. World bosses will reward meaningful participation rather than only the last hit. Early ideas include a forest guardian, a ruined-forge sentinel and a storm creature defending an ancient tower. These larger encounters are concepts, not live content.

TOGETHERParties, guilds & rivalries

Party invites, shared objectives, guild permissions, bank history, milestones and diplomacy. Small guilds and solo players need worthwhile paths too. Private Discord spaces and linked accounts should support the game without making Discord mandatory to play.

RISKPvP & raids with clear boundaries

The Wilderness has open PvP. Only Skyhaven is a safe zone; eighteen fixed, randomly selected arrival routes spread entry into the wilds. Raidable outposts remain a future feature: raid windows, offline protection and objectives need their own tests. Existing claims still protect builds and containers. Raiding should create a contest, not unrestricted destruction of someone’s work.

QUALITY OF LIFEThe small things that make play better

A quest journal with clear next steps, search in busy menus, useful item descriptions, inventory-safe hub controls, a missed-reward inbox, reconnect recovery, party wayfinding and adjustable notifications. Keep interactions readable on a phone or controller as well as a keyboard.

COMMUNITYA place outside the game

A build gallery using real player submissions, news, a working event calendar, guides and a clearer team page. Optional Minecraft–Discord linking, event reminders and support tickets should make community life easier. Public maps must respect homes and undiscovered locations.

OUR FOUNDATIONA fair, dependable world

Reliable saves, recoverable backups, protected claims and fair moderation come first. Check suspicious activity without punishing normal Java or Bedrock movement. Supporter ranks stay cosmetic, with no paid combat advantage, raid immunity or better loot. The euro shop preview compares Scout, Ranger and Warden, with companion concepts and future cosmetic collections. Sales wait until delivery works from start to finish.

BUILT TOGETHER, PLAYED TOGETHER

Your next adventure
could start with an idea.

A quest that felt confusing. A place worth exploring. Something you wish your guild could do. Tell us what would make Vora feel like your world.

Share your thoughts Join early access

We publish finished updates in News. A roadmap entry is a plan, not a promise of a release date.