
The Murim map: Enzo builds the world, the mod fills it
Project map
Where Murimblock stands: what is done, what is in progress, what is missing, and the order to build it in.
The control picture of the project, kept up to date. Enzo builds the map; the mod brings the systems and the tools to fill it. The goal is the beta.
Where each part stands
| Part | Done | In progress | Missing |
|---|---|---|---|
| Combat | Guard & perfect parry, PvP knockdown, carry & execute, combat bar, no one-shot combos | two-client checks of the newest parts | |
| Martial arts | Azure Cloud Sword, Long Fist, Sanguine Art | 9 more for the beta: one per weapon (spear, dao, fan, twin swords…) and the factions' arts | |
| Cultivation | Qi, 9 realms × 4 stages, meditation, inner world, Heart Demon, elixirs, Qi Sense | a clear path: which region, enemies and boss for each realm | |
| Mobs & bosses | Sensei Yun (boss), Bandit Chief (mini-boss), bandits, crabs, crab men | the Alliance's mobs | 2 bosses (the leaders of the Alliance and the Cult), 13 mobs |
| World | The Murim map and its five regions, 10 biomes, 7 structures with their residents | the Alliance capital (mock-ups ready) | the Cult capital; residents for the sanctuary |
| Factions | the five powers in the lore | Orthodox Alliance | Heavenly Demon Cult; joining a faction, ranks, reputation |
| Menu & tools | Murim menu, HUD size, dialogues, the logo, this wiki | tools for the map: placeable NPCs, camps that refill, loot tables, simple quests |
What blocks the beta
- Nobody plays the test build yet: until the beta, the checks are automatic tests and filmed runs in a real game client.
- No path to follow: the pieces exist, but nothing tells the player where to go next or which boss belongs to which realm.
- Filling the map needs code: an NPC with its lines, a bandit camp that refills, a loot chest or a quest each still need a developer.
- No economy: villagers keep their vanilla trades; no Murim money or merchants.
The order to build it in
- The two first factions: the Alliance's mobs, then its capital from the mock-ups; then the Cult and its capital in the Hexi desert.
- The map-maker's toolbox: NPCs written in a file (name, look, lines, trades), garrison points that refill a camp, Murim loot tables, simple quests on the dialogue system.
- The path of progression: realm by realm, which regions, enemies, boss and reward; then the bosses it calls for.
- The arts: up to twelve, one per weapon and one per faction.
- The beta: played with friends, two real clients or more.
Who does what
- Enzo: the map (regions, cities, capitals, dungeons), the decisions and the order of work.
- The coding agents: code, 3D models, animations, textures, tests in a real game client, and the docs and this wiki.
State on 15 October 2026.