Roadmap

The goal of CWA Legacy is to provide a stable, persistent experience for the community — a place where players can hang out, socialize, have fun, and help contribute ideas that improve the experience for everyone.

As development continues, our focus will remain on preserving player progression while expanding the game's functionality through new features, bug fixes, and community-driven improvements.

Community Events

Through events we hope to bridge the gap between missing features and player progression. We can reward titles that were formerly locked behind minigames that aren't yet added, and give out gear that was not formerly available to purchase in the shop.

We also plan on changing store pricing. With limited in-game progression currently, we plan on increasing the price of all items and gear. This will encourage players to grind — hopefully increasing enjoyment and longevity — and help keep inventories small at first to reduce load on the database. There will also be "flexy" items in the store costing an absurd amount of credits, so players can show off their dedication and grind!

Seasonal Store Rotations

Planned
  • Seasonal gear available in the store based on the time of year.
  • Holiday-themed items and rewards.

Leaderboard Competitions

Planned
  • Rewards for top players on minigame leaderboards.
  • Community score challenges and special events.
  • Potential seasonal and monthly competitions.

Major Features

Housing, Lots & Building

Live / Implemented

Housing and building are now live in CWA Legacy! Current functionality includes:

  • Mustafar and Ryloth lots purchasable through the in-game store.
  • Roughly 95% of furniture available in the store, via both Item Set and Single Item views.
  • Fixture placements saved to the database and fully persistent.
  • Houses and builds are unaffected by normal server updates and restarts.
  • House visitation through the Friends List — click a friend to visit their house.

While housing is fully playable, several improvements are still planned:

  • Public housing listings through the Housing Menu.
  • Organized Item Set groups for furniture in the store.
  • Additional purchasable lots, likely released in groups of two.
  • A free starter apartment for all players.
  • Interactive furniture — jump pads, lights, doors, elevators, and more.

Battle Classes

Live / Implemented
  • Default Jedi and Trooper battle classes available to all players.
  • Live battle class switching, with gear loadouts saved per class.
  • Purchasable Sith and Mercenary battle classes in the shop.
  • Battle class XP earned from minigames.
  • Persistent battle class XP, rank, and level saved to the database.

Card Commander & Card Assault

Planned

Some of my favorite games outside of Republic Defender, and high on the list of features to investigate. Before development begins, both games will be evaluated to determine which is more realistic to implement and maintain. Potential additions include:

  • Card pack purchases through the store.
  • Card collection storage in player inventories.
  • Persistent card progression and unlocks.
  • Competitive play.

Minor Features

Store / Marketplace

In Progress
  • Investigate and fix slow purchase time (processing & error message).
  • Clean up extra gear and duplicates.
  • Adjust pricing.
  • Add new categories for House/Lot purchases.
  • Add a new category for furniture.

Player Profiles

Planned

Expanding player profiles to better showcase progression and accomplishments:

  • Integration with housing and lot ownership.
  • High score and leaderboard displays.
  • Friends list integration.
  • Quizzes.
  • Displaying character customization and equipped gear.
  • Bug fixes related to online/offline status and data persistence.

Friends List

Planned
  • Player teleportation support.
  • Player profile pictures.
  • Integration with player profiles.
  • Traditional friend request approval system.
  • Player blocking functionality.

Player Titles

Planned
  • Adding all available player titles.
  • Unlocking titles through minigame stage completion.
  • Creating new methods of earning titles when original game systems are unavailable or incomplete, through community events.

Development priorities may change based on technical limitations, player feedback, and discoveries made along the way.