6,368Visual assets trackedIncludes 331 creature variants with usable native sources; 130 IDs without source BAMs and 4 Icewind IDs without usable native sources are excluded.
1,408Production and integration results400 maps · 246 animations · 331 Q3M creature variants · 327 effects · 100 projectile integrations · 2 UI groups · 2 video method checks
234Zone packs approvedAnimation packs approved for the local alpha; they are not added to the asset total.
Overall project progress
Two phases to the final release.
63.7%of the whole project
01Visual production and integration79.7% complete · 80% of the projectCurrent phase
02Final validation and deployment0% complete · 20% of the projectFrom 2027
Phase 1 · In progress
Visual production and integration.
This phase covers every asset treatment, its technical integration and all the checks currently shown on this page.
Phase 1 progress
Production in progress.
79.7%of Phase 1
Within this phase, base maps and their water treatment share 10% of the work. Q3M sprites account for 5%, sprite engine integration 5%, water engine design 5%, animations 32.5%, and effects 32.5%. UI and HUD, videos, icons, projectiles and the cursor set share the remaining 10%. Q3M advances by fully accepted families: each unfinished family contributes 0%. Water-map work stays within the map scope; the final Q, rain and night review belongs to water engine design. Completed effect outputs and verified projectile integrations contribute to production progress before in-game QA; the QA and local alpha counters track their separate stages.
Visible in-game result
What the game already shows.
90.9%visible in game
Base maps account for 45% of this view, water-map treatment 10%, animations 25% and Q3M sprite families 10%. Effects, UI and HUD, videos, icons, projectiles and the cursor set share the remaining 10%. Q3M counts only fully accepted families. Water variants remain a subset of maps. Videos and stored icon proposals contribute 0% to this in-game view.
Production / technical integration — completed outputs and verified reuse or integration; Q3M counts only fully accepted families.
QA accepted in game — counted only when the current tracker says so.
In the local alpha payload — comparable resource scopes only; animation zone packs are listed separately.
The local alpha contains the retained maps, animations and Q3M sprites. Public release qualification is still pending.
Maps
400 map variants
100%
400 built
400 accepted in game
399 in the local alpha payload
OH6460 shares the OH8100 tileset
Water engine design
Engineering milestone · pipeline and engine handling
95%
95% of the water engine design complete
All 8 liquid families and the main ×4, 30 FPS engine path exercised in game
Final per-map Q, rain and night review folded into engine tuning
Maps · water treatment
63 active WED water variants · subset of maps
100%
63 / 63 processed through the current A → B → C chain
63 / 63 complete chains accepted in game
63 / 63 final water assemblies in the local alpha · already included in the map scope
Animations
246 BAM resources
100%
246 / 246 x4 results retained
246 / 246 current QA selections accepted
246 / 246 resources in the local alpha payload
234 zone packs approved for the local alpha
0 zone packs awaiting release approval
Sprite engine integration
Q3M engineering milestone
100%
100% of engine integration complete
Q3M rendering exercised in game
Asset coverage and final release tracked separately
Creature sprites · Q3M
15 native families · ×2 upscale
100%
15 / 15 families fully accepted in game
331 / 331 creature variants in the retained native scope accepted
Latest accepted families: Character (78 variants), Monster (77) and Icewind (40)
253 variants use improved Q3M · 78 retain the accepted Character Q3M V6
4 Icewind IDs without usable native sources excluded
0 remaining families in the retained scope
331 / 331 creature variants in the local alpha payload
81 acquired paperdoll files also included, counted separately
Earlier xBR and first-generation ReboutCX results are excluded from progress
Effects
494 assets
66.2%
327 / 494 produced or reused and installed
275 / 494 retained and accepted in game
52 await an effect QA selection
165 not started · 2 blocked by missing sources
3 in the local alpha payload
UI & HUD
1,672 assets
0.1%
2 menu groups retained
2 accepted in game
2 in the local alpha payload
Videos
50 assets
4%
2 upscale + interpolation methods validated
No game or release integration yet
Icons
2,931 assets
0%
1,484 proposals stored, awaiting in-game QA
0 completed results · installation restored
No release integration
Projectiles
243 controllers
41.2%
100 / 243 chains verified statically
29 controllers with visually accepted observed components
3 earlier visual decisions kept as historical evidence
Static integration contributes to production; no complete projectile in-game QA recorded
Movement interpolation deferred
Cursor set
1 BAM set
0%
Not started
Phase 2 · 20% of the project
Final validation and deployment.
Planned from 2027
This phase will begin after asset production. It will review the entire project in its final configuration without hiding the detailed results from Phase 1.
01
Complete map review
Every map will be checked individually in its final version.
02
Corrections and final approval
Remaining defects will be corrected before approved assets are frozen.
03
Performance optimization
FPS, memory use, loading times and file sizes will be measured.
04
Installer finalization
Installation, updates, removal and restoration will be checked.
05
Linux compatibility
A Linux deployment will be investigated and validated where the environment allows it.
06
Regression testing and final release
Compatibility, transparency, palettes, occlusion and distribution archives will be checked together.