THE ROAD
AHEAD
A transparent look at the work needed to take God’s League from playable prototypes to a polished action MOBA.
Build. Test. Improve.
A roadmap of goals—not a promise of completion dates. Status descriptions reflect the development discussions and require in-engine verification.
FCS Foundation
REBORN stock character movement, attacks, combos, blocking, dodging, and demo animations passed user testing in the older test project.
Hero Integration
Greystone retargeting, sword and shield, followed by Sparrow and TwinBlast combat adapters.
Playable MOBA Loop
Three lanes, tower interactions, creep waves, objectives, AI opponents, and multiplayer testing.
Polish & Release
Performance, usability, accessibility, network testing, cosmetics, and a demonstrable Steam build.
Proof before
promises.
Rather than claim a feature is complete because C++ compiles, the team validates it in Unreal: visible hero, correct equipment, correct animations, working inputs, and no blocking runtime errors.
- Protect the newest working project before major updates
- Test REBORN changes in an isolated environment
- Preserve reusable combat architecture
- Prioritize a fun, stable MOBA loop first
