Product RoadmapInteractive timeline

Build tools that help players decide what to upgrade next.

The roadmap is focused on three things: getting setup done faster, making imports and recommendations easier to trust, and building better planning tools for both solo progression and party bossing.

Goal

Help a player go from screenshot or fresh build to a clear next upgrade without a lot of manual cleanup.

Main Work

Setup, OCR cleanup, planner UX, party bossing, and more honest score/readiness tools.

Timing

Wave 1 is live as of 2026-04-19. Future items are still rough estimates and can move with feedback.

Timeline

Notes

Wave 1 shipped on 2026-04-19 and covered setup speed, OCR cleanup, validation, and planner usability.

Wave 2 is the next push: party planning, support routing, and boss-readiness checks.

Wave 3 is longer-term work around class calibration and account-wide planning. The changelog has the full shipped details for Wave 1.

Pillars
Status

Coverage

10 items match the current filters.

4 items already shipped in Wave 1.

See the changelog for shipped feature details. Planned items still carry rough timing only.

Wave 1

Live as of 2026-04-19

Setup, OCR cleanup, validation, and planner basics are live. See the changelog for full release details.

Items

4

Wave 2

Planned next

Party planning, support routing, and boss-readiness checks.

Items

3

Wave 3

Later roadmap

Class calibration and account-wide upgrade planning.

Items

3

Detailed Specs

Build notes for the next modeling work

These specs break the next roadmap items into concrete product slices. The first two are party score/support work and boss timing checkpoints. Class calibration stays visible here because it depends on more live data than the Wave 2 work.

Planned nextParty Builder and Group ScoreSupport-Aware Party Buffs

Party Score and Support Routing

Problem

Solo score is useful for one character, but it does not answer whether a full party can clear or whether a support should boost the carry instead of being treated as generic FD.

Outcome

A static can build a party, assign supports, pick a boss, and see who is carrying, who is being boosted, and where the next meso should go.

Model Inputs

  • Party members selected from saved builds or loadouts
  • Role tags such as carry, support, utility, or flex
  • Boss target, mode, and party size assumptions
  • Support routing choices like strongest-target buffs versus party-wide buffs
  • Burst or sustained scenario presets where relevant

Model Outputs

  • Effective group score instead of raw score sum
  • Carry-amplified output for strongest-target support classes
  • Party-wide support contribution separated from personal contribution
  • Weakest-link and highest-impact-upgrade callouts
  • Readiness band for the selected boss scenario

Data Model

PartyComposition

  • id, name, targetBossId, targetMode, partySize
  • members: PartyMember[]
  • scenarioPreset: "burst" | "sustained" | "balanced"

PartyMember

  • sourceId, sourceType("savedBuild" | "loadout")
  • displayName, className, roleTag
  • rawPowerScore, calibratedScore?
  • supportProfileId?, supportTargetId?

SupportProfile

  • className, supportType("partyWide" | "strongestTarget" | "hybrid")
  • fdContributionRules, uptimeAssumption, stackRules

PartyScoreResult

  • rawScoreTotal, effectiveGroupScore, highestAmplifiedMemberId
  • memberBreakdown[], supportBreakdown[], upgradePriority[]

MVP Slice

  • Support up to 6 saved characters in one party
  • Model party-wide versus strongest-target support separately
  • Return a single readiness view plus top 3 next upgrades for group impact

Risks

  • False precision if support uptime or routing assumptions are hidden
  • Need clear UI language so users understand party-effective score is scenario-based, not universal