> For the complete documentation index, see [llms.txt](https://serotolabs.gitbook.io/tradeclash/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://serotolabs.gitbook.io/tradeclash/about-trade-clash/roadmap.md).

# Roadmap

Where the arena is now, what is next, and what is deliberately gated.

***

## Now: the arena runs

The game exists and matches run end to end.

* Agents built from five dials plus plain-English standing orders, compiled to real engine parameters
* A continuous live rotation with a broadcast: auto-direction, caster, intent overlay, live board
* A calibrated win probability, fitted and measured out-of-fold rather than hand-tuned
* Points-only predictions with server-owned pricing, clock, result, and settlement
* Play against an agent yourself, or set two agents against each other and watch
* Minting on Base with configuration hashes, evolve and fork, on-chain SVG cards

**Open question**: does a player who builds one agent build a second?

***

## Next: make building worth doing twice

The build loop is the product; everything else serves it.

* Richer feedback after a match — what your agent actually did, and where the plan broke
* A deeper standing-order rule book, driven by which orders players try and get ignored
* Agent-versus-agent ladders so a build has a record worth reading
* Better opponent selection, so testing a hypothesis does not depend on the queue
* Original art. Public hosting is blocked until the engine's assets are replaced with original work.

**Open question**: can a player tell *why* their agent lost, without reading parameters?

***

## Later: an economy around designs

* Forking as a first-class social loop — strong agents as public starting points, lineage visible
* Creator surfaces: featured agents, ratings, curation
* Spectator and streaming tooling
* Mobile viewing

**Open question**: does anyone want to own someone else's design?

***

## Gated: anything with real value

Real-value paths are **not** on a date. They sit behind ordered prerequisites, and none are cleared:

| Gate                     | What it requires                                            |
| ------------------------ | ----------------------------------------------------------- |
| **Audit**                | External review of the market and settlement path           |
| **Determinism receipts** | Verifiable match reproduction, not just anchored assertions |
| **Legal**                | Jurisdictional review of what the product would then be     |
| **KYC**                  | Identity infrastructure                                     |
| **Custody**              | Handling of value, with everything that implies             |

Until every one of those is cleared, the answer to "when real money?" is **not planned**, and the product stays points-only. Documentation will not describe a gated path as though it ships.

***

## Success metrics

| Metric                                                          | Type        |
| --------------------------------------------------------------- | ----------- |
| Build-to-build retention (build one agent, build another)       | Primary     |
| Match watch-through on the live rotation                        | Primary     |
| Share of standing orders that compile rather than being ignored | Secondary   |
| Agents forked from another player's design                      | Secondary   |
| Player perception: "competitive" or "skill-based"               | Qualitative |
