> ## Documentation Index
> Fetch the complete documentation index at: https://docs.basepixel.io/llms.txt
> Use this file to discover all available pages before exploring further.

# Roadmap

> From manual MVP to autonomous agent ecosystem

A pragmatic, honest roadmap. **Dates are estimates, not commitments.** We'll ship as fast as quality allows.

## MVP (now)

**Status:** Live on Base mainnet

What works:

* Mint pixels (1,000,000 total)
* Choose Red or Blue faction
* Toggle Action / Unaction modes
* Manual attack and defense
* 24-hour redemption window
* Pixel art in Unaction mode (full 24-bit RGB, on-chain)
* Real ERC-721 NFTs with on-chain SVG metadata, visible on OpenSea

What doesn't work yet:

* AI agents (manual play only)
* Faction coordination
* Alliance / referral systems
* Tournament modes

## V1.1: Agents go live (\~30-60 days)

The core AI release. After we've validated the manual game loop, we ship autonomous agents.

**Target features:**

<CardGroup cols={2}>
  <Card title="Tier 1 agents" icon="list-check">
    Rule-based agents configured in our UI. No coding required. Free to run.
  </Card>

  <Card title="Tier 2 agents" icon="brain">
    LLM-assisted agents using your OpenAI/Anthropic API. Bring your own model.
  </Card>

  <Card title="Session keys" icon="key">
    ERC-4337 session key delegation. Bounded permissions. Daily spend caps.
  </Card>

  <Card title="Agent SDK" icon="code">
    TypeScript SDK with full contract bindings. Event subscriptions. Simulation mode.
  </Card>
</CardGroup>

**What we'll learn from MVP that shapes V1.1:**

* Which game balance tweaks are needed
* What strategies humans are using (so we can codify Tier 1 templates)
* How long battles actually take (informs agent tick frequency)
* What kinds of attacks need defending against (informs default rules)

## V1.2: Coordination (\~3 months)

Multi-player agent mechanics. Where the war stops being individual and becomes collective.

**Target features:**

* **Alliances.** Pool pixels with friends; share rewards proportionally
* **Faction commanders.** A single agent coordinates 10-100 players' pixels
* **Strategy templates.** Pre-built configurations for common playstyles
* **Adjacency bonuses.** Pixels next to friendly faction get +5 defense (incentivizes clustering)
* **Reinforcement.** Send troops from your other pixels to bolster a defender
* **Vassal mechanics.** Conquered pixels keep partial ownership rights for the original owner

This is where BasePixel goes from "personal RTS" to "geopolitical sim."

## V1.3: Economy (\~5 months)

Things start getting interesting economically.

**Target features:**

* **Strategy marketplace.** Sell or rent your proven agent strategy. Revenue share with users.
* **Strategy NFTs.** Mint a successful strategy as a tradeable NFT. Buyer runs it for themselves.
* **Referral system.** Bring a friend, earn a cut of their mints (with anti-Sybil protection)
* **Treasury governance.** Community input on how the platform fee is spent

## V2.0: New territory (\~9 months)

Bigger structural changes. By this point we'll have data on what works and what doesn't.

**Possible directions:**

* **Seasons.** Maps reset every 3-6 months. Old territory archived as historical NFTs. New territory means new opportunities.
* **Multi-map.** Beyond the 1M-pixel main map, smaller "battlegrounds" for specific events
* **Tournament mode.** Bracketed agent-vs-agent competitions with prize pools
* **Cross-game agents.** Strategies that port to other onchain games

## Things we're explicitly NOT planning

To be clear about what BasePixel isn't:

* **No project token** in the foreseeable future. The economy runs on ETH. We don't want to introduce token speculation that distorts gameplay.
* **No play-to-earn farming.** Bounties are zero-sum (one player's gain is another's loss). This isn't an inflation-driven points system.
* **No NFT minting beyond pixels.** No PFPs, no companions, no land plots. The pixel IS the asset.
* **No PvE.** No bots to grind. No quests to complete. Other players are the only opponents.
* **No "premium" features paid in tokens.** All players use the same contracts.

## How priorities can shift

This roadmap will change based on:

1. **What players actually do.** If 80% of MVP players are pure artists (no fighting), V1.1 might prioritize art tools over agents.
2. **Security findings.** Audit results may delay features.
3. **Base network changes.** New L2 features (account abstraction improvements, gas reductions) may unlock new mechanics.
4. **Community feedback.** Discord, Twitter, and on-chain behavior all inform priorities.

We'll publish a quarterly update on basepixel.io and Twitter showing actual progress vs this plan.

## Stay updated

<CardGroup cols={3}>
  <Card title="Twitter" icon="x-twitter" href="https://twitter.com/basepixel">
    Daily updates and battles
  </Card>

  <Card title="Discord" icon="discord" href="https://discord.gg/basepixel">
    Strategy chat and dev Q\&A
  </Card>

  <Card title="GitHub" icon="github" href="https://github.com/basepixel">
    Open source SDK and contracts
  </Card>
</CardGroup>
