Skip to content

Roadmap

These are plans

Nothing on this page is a commitment, and nothing here has a date. Items can change, move or be dropped. What exists today is described everywhere else on this site.

Milestones

# Milestone State
1 Architecture and core: vanilla 1.8.9 boots through the core Done, on the Linux smoke test
2 Sign-in, an optimized 1.8.9, one HUD module HUD and launch done. Sign-in implemented but blocked on the application ID approval. Optimization for 1.8.9 not started.
3 1.7.10 parity: Xol 1.7.10 in a world with the pinned stack and the HUD Done, on the Linux smoke test. Unmeasured.
4 Installers for macOS arm64, macOS x64 and Windows Done: three unsigned development installers with automated mount, start, install and uninstall checks. No game launch on those systems yet.
5 The release and download service Done and in production
6 Legacy completeness: all 13 modules, HUD editor, presets, OptiFine import, diagnostics, benchmarks on real hardware Modules, settings, HUD editor, presets, the OptiFine import flow and diagnostics done, on the Linux smoke test. Benchmarks and a measured 1.8.9 optimization not started; they need hardware.
7 Secure updates, and publishing of profile data and configuration Done end to end with a development key. The hand-over on real operating systems is unverified.
8 Tester keys, diagnostics and operations Access keys and diagnostics done. There is no cosmetics system.
9 A modern release: one Fabric-based Xol profile, Fabric and Fabric with an optimization stack, and the brand on the modern brand channel Not started
10 Platform acceptance and signing: the acceptance checklist passed on Windows x64, macOS Intel and Apple Silicon; signed and notarized builds Blocked on hardware and on signing credentials

What is blocking

  1. Microsoft sign-in. Mojang has to approve Xol's application ID. Until then nobody can sign in, and an authenticated join to an online-mode server cannot be tested.
  2. Code signing and notarization. No Apple Developer ID and no Windows code-signing certificate are available yet. Until then macOS asks once on first start and Windows shows SmartScreen.
  3. Target hardware for the acceptance checklist and for benchmarks.

Next steps the project has written down

Client

  • Exercise in a running game the parts that are so far only compiled and unit-tested: key capture, the hex colour field, layout rename, duplicate and delete, corner-drag scaling, GUI scale 4, the settings screen under the Unicode font, and some 1.7.10 interactions.
  • An HSV colour picker.
  • The in-game reader for xol/remote.json, so that a module can be switched off remotely if it causes trouble. The format can only switch modules off; it can never push code, files or arguments.

1.8.9 optimization

  • Profile on real hardware first. Then Xol's own, measured changes. No optimization ships before it is measured.

Updates

  • A pass of the update hand-over on real Windows and macOS hardware.
  • A production release key, kept offline, and per-key channel restriction.
  • Signing of the profile manifest and the remote configuration.

Linux

  • An AppImage build, and with it automatic updates on Linux.

Modern Minecraft

  • A Fabric-based profile with an optimization stack, and the client brand on the modern brand channel.

Acceptance

Per operating system and architecture, recorded with date, build, tester and hardware: clean install, first launch, a path with spaces and a non-ASCII user name, upgrade keeping accounts, instances and settings, uninstall leaving instances and settings; sign in, switch and remove accounts, token refresh after 24 hours; per profile, install with real progress, cancel and resume, a corrupted jar fixed by Repair, launch to a singleplayer world, keyboard and mouse capture, audio, clipboard paste in chat, windowed and fullscreen, HiDPI with GUI scales 1 to 4, resize, 30 minutes of sustained play, joining a private online-mode server, a clean quit that leaves no Java process, and a crash whose exported diagnostics are redacted.

How to follow along

Releases are announced in the launcher's notices strip and on launcher.xol.dev. To become a tester, write to contact@xol.dev.