The stages

The content plan uses T0 for a thin connected test slice, T1 for qualified class representatives, T2 for breadth and T3 for deeper variants and balance. Catalogue coverage is kept separate from playable implementation.

Weapons and opponents

The broader atlas includes weapon families, ammunition relationships and regional figure candidates. A model does not establish a functional weapon or an enemy with rig, animation, senses, damage and navigation.

Vehicles

Vehicle work distinguishes wrecks, cover and loot sources from possible drivable vehicles. Driving, fuel, passengers and cargo need feasibility and implementation evidence; they are not announced release features here.

Economy and scope remain open

Ammunition sourcing, optional repair costs and settlement upgrades must be tested together. Candidate equipment, creatures or costume props are not automatically added to standard loot or the final public roster.

Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.

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