THE ROAD
AHEAD

A transparent look at the work needed to take God’s League from playable prototypes to a polished action MOBA.

CURRENT PRIORITIES

Build. Test. Improve.

A roadmap of goals—not a promise of completion dates. Status descriptions reflect the development discussions and require in-engine verification.

01
TESTED IN ISOLATION

FCS Foundation

REBORN stock character movement, attacks, combos, blocking, dodging, and demo animations passed user testing in the older test project.

02
IN PROGRESS

Hero Integration

Greystone retargeting, sword and shield, followed by Sparrow and TwinBlast combat adapters.

03
PLANNED

Playable MOBA Loop

Three lanes, tower interactions, creep waves, objectives, AI opponents, and multiplayer testing.

04
PLANNED

Polish & Release

Performance, usability, accessibility, network testing, cosmetics, and a demonstrable Steam build.

THE PRODUCTION PHILOSOPHY

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
Illustrative God's League combat and interface concept
THE JOURNEY CONTINUES

One tested step
at a time.

A game dedicated to Jesus, built to be enjoyable for players—whether they arrive by the handful or by the thousands.

See the vision →