Milestones
Sol is built in stages. Only Stage 0 is done. Stage 1 is partly working in the private test and Stage 2 is under way. Everything marked Planned is not available and has no date.
Stage 0: Foundations Done
Client and server build cleanly, the client module loads in game and a local server boots.
Stage 1: Dedicated server In progress
The Sol dedicated server: networking, activity hosting, account persistence, patrol, lost sectors and public events. Glimmer Extraction now runs from start to reward chest.
Stage 2: Modding engine and studio In progress
SolForge, the editor the team uses to build Sol's content, and package injection. Creator tools are not public yet.
Stage 3: Destiny 2 parity Planned
Every destination, campaign and DLC missions with persistent quests, strikes, raids, dungeons, Rumble and Control, and Gambit.
Stage 4: Destiny 1 evolution Planned
From the launch prologue to orbit and the Cosmodrome, then expansion by expansion to Age of Triumph.
Stage 5: Custom DLC Planned
A new destination, campaign, strikes and a six-player raid.
Stage 6: Custom season Planned
The 25-perk Seasonal Artifact, a 100-tier pass and a seasonal activity.
Stage 7: Release 1.0 Planned
A public launcher, server distribution and community services.
The long-term plan
Design ideas behind the milestones. All of it is planned and none of it is available.
Unified item, rarity and weapon definitions; a combined subclass model; level and Power progression; expanded armor stats; shared mission and reward interfaces.
Destiny 1 forward-ports and post-Shadowkeep Destiny 2 backports, unified loot pools and the first patrol and public-event improvements.
Tiered loot, slower Legendary acquisition, random weapon rolls and armor stats, activity-specific rewards and milestones.
More patrol activities and public events, raid, dungeon and strike integration, and reworked weaker content.
Original story arcs, new destinations, subclasses, activities and weapons after The Final Shape boundary.
Invited to the test?
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PROJECT SOL
