The roadmap
Our build plan, comic-book style: each “issue” below is a development milestone, in the order we plan to ship it. Dates land when they’re real.
Launch day
The gates open! Project Narnia hits Arma Reforger with the core everything else is built on: your character, your faction, your money, and the first ways to earn it. Or steal it.
Persistent characters
Create your identity once and the city remembers it forever. Your name, your record, your reputation, every single session.
Pick a side
Civilian, Police, EMS, or Rebel, plus whitelisted roles for the few who earn the badge.
Banking that matters
Every dollar in the city flows through your account. Earn it, stash it, lose it. The ledger never lies.
Rookie onboarding
Fresh off the bus? A guided intro shows you the ropes before the city shows you its teeth.
Street-level hustle
Petty theft, pickpocketing, drug courier runs, and chop shop work. Tier 1 crime is open to anyone brave enough. No gate, no excuses.
Police heat
Do crime in broad daylight and the law turns up the temperature. WEE-OO! Heat is live from day one.
Built Reforger-native
First-person vehicle interiors and physics-based crash damage. The stuff Arma 3 could only dream about.
Mission control
Staff admin panel, player self-service portal, the Discord bot, and anticheat watching the walls, all on duty from launch.
Jobs, shops & wheels
An honest day's pay! Five full job loops, shops with the lights on, and a vehicle system deep enough to make a gearhead weep.
Five ways to graft
Farming, mining, trucking, fishing, and logging. Each is a full loop with persistent progression, not a click-and-collect chore.
Shop 'til you drop
Dedicated vehicle, weapon, and clothing shops, plus gas stations that are real businesses, so every fill-up feeds the economy.
Your wheels, your problem
Vehicles persist across sessions with server-side ownership and garages. Totalled it? Insurance has you covered... if you paid your premiums.
Earn your license
A theory test AND a practical behind the wheel. Fail either one and you're walking, champ.
Living roads
NPC traffic fills the streets, a speedometer HUD keeps you honest, and the impound lot waits for drivers who pushed their luck.
The police toolkit
Crime is about to get expensive! The police get their full toolkit, and the wanted board starts filling up. Is that YOUR face on the poster?
The MDT
A Mobile Data Terminal with full records. Get cuffed once and your name is in the system for good.
Warrants & the wanted board
A full wanted and warrant pipeline. See yourself on the board? Might be time to lay low for a while.
Cuffs & searches
Handcuffing and search mechanics. What's in your pockets suddenly matters when the blue lights flash.
Papers, please
Player IDs and documents make identity checkable in-world. A confident smile won't beat a database lookup.
Eyes on the road
Automated speed cameras. The camera does not negotiate, and it does not blink.
Command from anywhere
Police tooling extends into the web panel, so command staff can run the force even out of game.
Organised crime
Reputation unlocks the back rooms! Organised crime arrives: supply chains, darknet deals, and rackets. The old drug field is dead. Long live the empire.
Real supply chains
Drug production becomes a full pipeline of precursors, labs, and distribution, and every link in the chain is a place to get rich or get robbed.
The darknet
A player-to-player black market for everything you definitely shouldn't own.
Financial crime
ATM skimming and hacking. Why rob one person when you can rob the machine everybody uses?
Protection rackets
Player-owned businesses make money now. Nice business... shame if something happened to it.
Criminal reputation
A rep score gates the tiers. Earn your stripes on the street before the big leagues return your calls.
The informant's dilemma
Grass to the cops for a reward, and burn your criminal reputation to the ground. Choose very carefully.
Heists, gangs & territory
The endgame! Cartel- and syndicate-tier play, where crews plan for days and one job changes everything. Bring friends. Bring a getaway plan.
Multi-stage bank heists
Crew up, case the joint, plan every beat, and hit the vault. One-man jobs need not apply.
Territory control
Dominant groups tax lower-tier crime on their turf, then defend it in open conquest against everyone who wants the crown.
Arms trafficking
A full gun-running supply chain, from source to street.
Money laundering
Route dirty money through legitimate player businesses until it comes out sparkling.
Gangs, organised
Gang hierarchy with structured roles and a shared gang bank. Build an organisation, not just a group chat.
The contract board
Player bounties and contracts. Put a price on a rival, or wake up and find one on yourself.
Housing, phones & pets
The city becomes home! Property you can furnish, a phone in your pocket, a dog at your heel, and a world that keeps turning whether you're online or not.
Buy the block
Own real estate and furnish it piece by piece into a home, a headquarters, or a very convincing front.
The smartphone
Comms, services, and the social layer. The whole city in your pocket.
Radio & comms
A structured radio panel for crews that plan ahead and convoys that roll deep.
Pets!
Yes, pets. The city is dangerous. Your dog doesn't care.
A world that remembers
Weather and time-of-day persistence tied to economy cycles. The state of the world genuinely matters.
Onward to Arma 4
The story doesn't end with Reforger. When Arma 4 arrives, Project Narnia goes with it: same city, same characters, bigger world.
Built to move
A modular feature architecture means systems are developed, deployed, and migrated one at a time, not rebuilt from zero.
Your legacy carries
The Enfusion codebase is built to migrate, not restart. Everything you built comes with you.
Whitelist applications are open
Police, EMS, and other whitelisted roles are accepting waitlist sign-ups now. Join the waitlist or hop on Discord for updates.