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Roadmap

Where the wolf goes next

What has shipped and what comes next.

Roadmap

Road to the belt.

Wolverinu is the lead of the Brawl Street roster, the 3D platform fighter years in the making, and he stands centre and front of the key art. What follows is the entire road for that game and for the beast's place in it: eight phases, each one with the milestone it exists to reach.

No dates are written here on purpose. A road is walked in order, not on a calendar, and every phase below ships when it is worth shipping.

Roster
42 fighters
Stages
18 built
Regions
2 standing
Locker
8 slots
Arsenal
22 weapons
Finishes
101 cut
  1. 01Roster

    The beast takes the front

    A fighting game is only ever as strong as the character people pick first. Wolverinu was built to be that pick.

    Milestone Wolverinu is the face of the whole roster, and the first thing anybody sees of Brawl Street anywhere in the world.

    Circuit Prowl, his own kit

    Claw normals pushed out past the arm, cut thin and fast enough to chain into each other. A cross rake that hangs in the air exactly where it was cut and keeps cutting anybody who walks through it. A prowl dash that eats the whole gap in one move. A ground split finish that hooks in, drives them back through the deck and runs the crack out both ways along the floor.

    Centre of the key art

    Front plane, centre of frame, tallest in the cast, rendered in the same light and by the same hand as the rest of the roster so he belongs there rather than being pasted on. Every portal page, every store capsule and every trailer thumbnail leads with him.

    Rebuilt to house standard

    The whole body was re-rendered rather than recoloured, because an art direction cannot be graded into existence. Carbon plate under chrome, the six crossed blades, one live green circuit, and a mark that reads the same at the size of a stage and the size of a favicon.

    A roster worth standing in

    42 fighters and 18 stages already built, one to four of you on the same couch, and a ranked one on one for the people who would rather climb than mess about.

  2. 02Online

    The street opens worldwide

    A browser fighter lives or dies on the first ten seconds online. The entire netcode stack was rebuilt around that one fact.

    Milestone A server on every continent, every player inside a handful of frames of the person they are fighting, and a million matches fought on the street.

    Regions that find you

    Boxes in Europe and Asia today, each advertising the other, with the game timing both and seating you on the closer one by itself. North America, South America and the Gulf follow the crowd as it spreads, and the map keeps growing in front of the players rather than behind them.

    Invites that always land

    A copy link carries the room and the region with it, so a code handed to a friend on the other side of the world opens the same room on the same box, and a code typed in by hand sweeps every region before it ever tells somebody no.

    Input delay measured honestly

    Delay is set from the real network trip rather than from a browser that happens to be busy, so a player is never charged for their own render loop. On a close region that lands at two to three frames, which is the part people feel long before they can name it.

    Built for a full house

    Capacity proven under load well past a hundred players on a single box, with every run finishing and no disagreements between clients. Regions scale out sideways as the crowd arrives.

    Ranked seasons with a top

    A chess style rating off online wins, an all time board, and a season that resets so there is always a ladder being climbed and always a name at the top of it.

    Friends, crews and callouts

    Add by name or code, see who is on, call somebody out with one tap. Named crews with their own boards and their own weekly scraps, because the players who arrive with somebody are the players who stay.

    Spectate, replay, clip

    Watch a match from the inside, save it, scrub it, and cut the best ten seconds into something worth posting. Every great fighting game community is built out of clips of its own best moments.

  3. 03Economy

    The locker and the street market

    Cosmetics are what turn a game people played into a game people own something in. This one is built on the mechanics that made the biggest item economies on earth.

    Milestone A full item economy with its own grades, its own rarities and its own prices, deep enough that people talk about their locker the way they talk about their fights.

    Eight slots, head to back

    Hat, eyes, neck, hands, feet, back, a shield and a charm. Hands sit at the top grade and nowhere else, because the slot everybody wants is only worth wanting when it is hard to get into.

    101 finishes, five conditions

    Every weapon in the arsenal carries its own finish, named in two parts the way a real finish is named, in one of five conditions rolled once at mint. That turns a shelf of art into a catalogue of hundreds of genuinely distinct, genuinely priced pieces.

    The rare roll

    One roll sitting across every grade, over a set of effects that take an ordinary piece and make it the one the whole lobby looks at. It is the single highest leverage mechanic in item economies and it is in from day one.

    Knockouts welded on

    Each piece counts the knockouts it was actually worn for and carries its own serial. Two of the same item stop being the same item the moment somebody fights in one of them.

    A shelf with a clock

    A daily market that resets, items leaving tonight, a wishlist, reactions, named shelves and a free piece of the day. The shelf is worked out from the date itself, so every screen on earth agrees on what is out there and what is gone at midnight.

    Trade up

    Duplicates feed an enhancement level that rides on the piece and goes in front of its name. A trophy, never a stat, so nothing in the locker can ever buy somebody a win.

    Player to player

    A marketplace beside the shop: grades carried in the name colour, a lowest flag on the cheapest live piece, a dense list for the people who scroll and a grid for the people who browse.

    The vault

    Shadow stages and a secret fighter sitting behind a question mark, each one finished work deliberately held back for the people who go looking for the door.

  4. 04Token

    The beast at the counter

    Most meme coins look for a use. This one has a game economy attached to it, and the counter already reads it.

    Milestone WOLVERINU is a working currency of a real game economy, spent by players who never had to care what a token was.

    Pay in the beast

    The store reads ETH, the major stablecoins and WOLVERINU, every currency listed beside the dollar price with your balance on its own row. One confirmation in your wallet, no approvals left behind, nothing between you and the piece.

    Priced off its own pool

    The WOLVERINU row is priced straight from the pool on chain, with nothing to list anywhere and nobody in the middle. The rate is locked while the clock runs and the transaction is linked the moment it lands.

    Holder colours

    A finish set cut from the mark itself, carbon plate under chrome with one live green circuit running through it, put in the hands of the people who hold the beast and nowhere else.

    The claw set

    The six crossed blades as a weapon line of their own, so a Wolverinu player walks into a lobby carrying the mark and every single person in the room reads it instantly.

    A stage of his own

    The frozen ridge from this page built as a playable stage: the valley, the fog, the circuit light climbing the rock. Home ground for the beast and a new place to fight for everybody else.

    One mark, two houses

    Every piece of Wolverinu inside the game is built from the same mark as this site, so the beast on a stage and the beast on a banner are visibly the same beast.

  5. 05Reach

    Everywhere a game can be

    A browser game has no install, no store queue and no hardware wall. The whole strategy is to put it in front of as much of the planet as a build can reach.

    Milestone Brawl Street in front of a hundred million players a month across the portal network, under its own name, on every front page worth being on.

    The open portals

    itch, Newgrounds, Game Jolt and IndieDB take the clean build as it stands, each one its own front door and its own audience of people who try things.

    The reviewed portals

    CrazyGames, Y8, Lagged, Yandex and the rest, where a soft launch is decided on playtime alone. The build is tuned for exactly that measurement, because a fighter that holds people is a fighter that gets promoted.

    The syndicators

    One submission, thousands of sites, plus YouTube Playables, MSN, Discord and TikTok. The widest nets in browser gaming, every one of them serving the same build from the same place.

    The giant

    A pitch to the biggest browser portal of the lot, fronted on its own terms and ahead of anybody else, because a hundred million players a month is worth queueing for and worth building a special first load for.

    Desktop storefronts

    Windows and Mac builds already wrapped, with the capsule art cut from the game's own renders, headed for the big desktop stores with a proper page and a proper trailer.

    Social clients

    The full build inside Farcaster and the Base App, where a fight starts from a feed and never leaves it, plus a route into the chat apps where games already spread by themselves.

    In your hand

    Touch controls and a phone layout, same account, same locker, same ladder. Most of the planet's gaming happens on a screen people carry, and the street opens there too.

    Pads and sticks

    Full controller support and a stick layout, because the people who play fighters seriously do not play them on a laptop keyboard and will not stay unless the game knows it.

    Every language

    The whole game translated out, starting with the languages the portals send the most players from, so a new player is never fighting the menu before the fight.

  6. 06Campaign

    Road to the Belt

    Arcade fighters are remembered for their stories and their endings. This one gets a campaign built like the games that set the format.

    Milestone A full story campaign with a cinematic ending film for every single fighter on the roster, Wolverinu included.

    Your fighter is the hero

    Build a body, pick the colours, the hat, the chain, a name and a title, then walk that fighter through the whole campaign and take them online afterwards wearing everything the road put on them.

    A chapter is a fight and two films

    One stage, one fight, a cutscene either side. Short, heavy and made to be clipped, so the campaign markets the game while people play it.

    A rival with a face

    He humiliates you in the training arc, turns up again on a rooftop where the undercard is being fixed, and ends up fighting at your side if you are good enough to turn him.

    The house at the top

    A syndicate rigging the lower card, and above them the one who actually owns the league. The belt sits on the last one standing and nowhere else.

    An ending for everybody

    Every fighter gets their own ending film, which is what turns a character list into a cast and what makes people run the campaign again with somebody else.

    Chapters keep coming

    New chapters arrive with a trailer each, a reason to come back and a reason to talk about it, long after the first run is finished.

  7. 07Circuit

    The circuit and the belt

    Fighting games are built by their scenes. The scene gets a real competition, a real broadcast and a real title to win.

    Milestone A world tour with regional qualifiers, a championship on stream and one belt that changes hands in public every season.

    Brackets in the game

    Run a tournament from inside the client: sign ups, seeding, a bracket that updates itself and a final that the whole lobby can watch. No spreadsheets, no third party, no excuses.

    A weekly on stream

    Every week, on camera, with the board winners invited and the clips cut the same night. A regular show is how a scene gets a habit.

    Qualifiers by region

    Each region runs its own ladder into its own qualifier, so a champion arrives at the final having beaten their own continent to get there.

    The belt is real

    A champion on record every season, a trophy case in the locker, a title that rides on the name in every lobby they walk into, and a defence to fight when the next season opens.

    Creator codes out in the open

    A code for every creator bringing people in, public where a viewer can find it, with a board that shows who is actually bringing the crowd.

    Clip of the day

    The best knockout on the street posted every day, vertical, cut tight, the way the rest of the internet watches fighting.

    A house of its own

    A proper community server with find a match, clips, patch notes, bug reports and a channel for every part of the game, run as a game community and nothing else.

  8. 08Horizon

    The street gets loud

    Everything above is one game. The end of the road is a house that ships more than one, with the same beast on the front of all of them.

    Milestone Brawl Street on consoles, crossovers with the biggest faces in the space, and a studio that is known for a fighter the way the great ones are.

    Mascots on the roster

    Other houses bring their faces into the game as proper fighters, modelled and rigged to house standard and staying in the roster for good, each one arriving with its own crowd and its own week of noise.

    Partner stages

    A stage built around a partner's world, so a crossover is somewhere you fight rather than a logo stuck in the corner of a banner.

    Licensed faces

    The big licensable characters of the space, brought in through the proper doors, because a licensed face is also the key that opens the largest portals and the mainstream press.

    Consoles

    The build taken to the living room, with the controller work and the netcode already done and the roster already large enough to deserve the shelf.

    Build a stage

    A stage editor and a way to share what you make, so the street keeps growing long after we stop building it and the best player made stages end up in the rotation.

    The arena

    Fights with a crowd around them and something on the line, settled in the open on chain, with the contracts written, tested against the real thing and independently audited before anybody is ever asked to trust them.

    Stake the beast

    Hold the token, lock it if you want to, and earn in whatever currency the house earned it in. Nothing minted, nothing printed, no emissions anywhere, no admin path to anybody's principal.

    Bring a friend

    A code bound once and kept forever, paying both sides, built so the graph of who brought who becomes an asset the game owns rather than a campaign it rents.

    Awards and houses

    The game awards, the accelerators and the buildathons that put a browser fighter in front of the rooms where the next five years get decided.

    One beast, one mark

    Whatever the house ships next, the same beast is on the front of it. One mark, one direction, and a street that keeps getting louder.