VR Road Map

Seraph Hunter Cosmos · VR Project

Execution Roadmap

From World Bible to a living, AI-governed, photorealistic VR cosmos — every phase, every technology, every decision point.

  • Ready now
  • Mature / shipping
  • Emerging / early
  • In development
  • Your work

World Bible

Complete2024 – Apr 2026

The canonical foundation — all 8 realms, characters, cosmic rules, series structure, and VR project scope documented and organized.

World Bible (HTML)

All 8 realms documented with the 7-category framework — seraphs, ecology, inhabitants, VR entry points, moral axes.

Librarian Skill (Libby)

Custom Claude skill with six reference files — realms, characters, cosmic rules, series structure, Drive index, VR project.

VR Pitch Deck

A 14-slide investor and partner deck: vision, technology layers, visitor modes, business model, roadmap, Foundation mission.

seraphhunter.com

Live website with star-field homepage, realm grid, character section, books section, and the Baelen AI chatbot.

Cosmos Design

CurrentApr – Aug 2026

Translate the World Bible into technical specifications an engineering team can build from.

Realm Environment Specs

For each realm: sky colour values, lighting model, weather systems, terrain type, flora and fauna asset lists, ambient soundscape, particle effects.

UE5 referenceconcept art briefs

AI Character Specification

For each canonical character: personality prompt, knowledge scope, voice profile, emotional range, interaction boundaries. Plus realm-specific NPC archetypes.

LLM promptsConvai / NVIDIA ACE

Canonical Anchor Rules

Formal logic for the narrative governance layer: immovable story beats, permitted drift range, visitor-mode freedom levels.

state machinerule engine

Visitor Journey Maps

Complete experience flows for Observer, Participant and Agent modes. Entry point (England 1687), realm transitions, session-length targets.

UX designstoryboarding

Technology Selection & Team

NextJun – Oct 2026

Lock in the technology stack, hire or contract the core team, and build proof-of-concept prototypes for each layer.

Rendering Engine

Unreal Engine 5.5+ — Nanite, Lumen, MetaHuman, World Partition. VR support is production-ready.

UE 5.5/5.6NaniteLumen

■ PRODUCTION-READY — shipping in AAA titles

AI Character Engine

NVIDIA ACE + Convai — speech recognition to LLM to text-to-speech to Audio2Face lip sync. Deployed in inZOI, PUBG and Naraka.

NVIDIA ACEConvaiNVIGI

■ SHIPPING NOW — launched March 2025

Canonical Anchor System

Custom build required. No off-the-shelf narrative governance engine exists. This is the competitive moat.

NeMo Guardrailscustom engine

■ MUST BE BUILT — nothing like this exists

VR Hardware Target

Meta Quest 3/4 + PCVR via OpenXR. Quest 4 expected late 2026 or 2027. WebXR for browser preview.

OpenXRQuest 3/4WebXR

■ AVAILABLE — Quest 3 shipping; Quest 4 imminent

Core Team

UE5 VR developer, character artist (MetaHuman), AI/LLM engineer, narrative designer, sound designer. Consider a VR studio partnership.

5–8 people

Cloud VR / Streaming

NVIDIA CloudXR or UE5 Pixel Streaming. Not needed for the prototype; critical for the online vision.

CloudXRPixel Streaming

■ MATURING — enterprise-grade by 2027–2028

Single-Realm Prototype

Seeking fundingOct 2026 – Jun 2027

One realm (Hala), a 45-minute Observer experience, 12 AI character types, a working canonical anchor. The demo that opens doors.

Hala Environment

Photorealistic northern forests, binary suns, pale orange sky, airship flyovers, ancient elven architecture. Target: 90fps on Quest 3, photorealistic on PCVR.

UE5photogrammetry

12 AI Character Types

Halan mind-talkers, Forest Wardens, Alethea’s projection, Hadite clan members, Kumite missionaries. Each with personality, voice and canonical constraints.

NVIDIA ACEMetaHuman

Canonical Anchor v1

Story-state engine for the Hala arc. Drift detection — if the visitor strays, an NPC gently redirects. Observer mode only.

Sensory Layer

Spatial audio (forest ambience, mind-talk whispers). Realm-specific particles. Haptic feedback for key moments.

MetaSoundshaptics

Full Cosmos Build

2027–202924–36 months

All eight realms. Three visitor modes. Multiplayer. The first location-based venues. Direct subscription.

All 8 Realms

Hades, Zulu, Aukum, Elysia, Tian, Omey, Eden — each built to World Bible spec with its own physics, weather and ecology.

Three Visitor Modes

Observer, Participant and Agent — each governed by the canonical anchor at a different freedom level.

Multiplayer / Group Play

Shared spatial anchors for location-based venues and group packages.

■ MATURING — narrative co-op is frontier

Persistent World Memory

NPCs remember returning visitors across sessions.

■ EARLY — production-scale by about 2027

Online Access & Streaming

2028–202918–24 months

Browser previews, cloud-streamed VR, subscription platforms.

Cloud-Streamed VR

The full photorealistic experience streamed to lightweight headsets via Pixel Streaming or CloudXR.

■ CONSUMER-SCALE 2028–29

WebXR Browser Preview

A stylized preview on seraphhunter.com — zero download friction. The front door to the Cosmos.

■ BUILDABLE NOW

Direct Subscription

Monthly ($29–$49/mo) and annual narrative passes ($99–$199/yr).

Global Scale

2029–203136–60 months

International venue licensing. Localization. Merchandise. The Foundation operational.

Venue Network

Licensed venues worldwide. Per-session royalty plus an annual platform fee. Group packages $500–$5,000 per event.

Localization

AI NPC dialogue in 12 or more languages. Cultural review across all realm-specific content.

Seraph Hunter Foundation

School fees for children in Kenya. Operational from day one of commercial launch.

Built · maturing · not yet

Technology Readiness Audit

Where every critical technology stands today — and when it will be ready.

Photorealistic VR Rendering

UE 5.5/5.6 with Nanite and Lumen. 4K per eye with Quest 4. Near-photorealistic results shipping now.

Readiness90%

Real-Time AI NPCs

NVIDIA ACE with Convai or Inworld. Full speech pipeline with facial animation. Sub-200ms latency.

Readiness85%

Canonical Anchor System

No existing product. Must be custom-built. The IP moat and the competitive advantage.

Readiness30%

Persistent NPC Memory

Session memory works. Cross-session memory is early. Production-scale by 2027.

Readiness50%

Cloud VR Streaming

Enterprise-ready around 2027. Consumer-scale 2028–29.

Readiness45%

Browser VR (WebXR)

A W3C standard. WebGPU gives 2–3× the performance. Good for preview — not photorealistic.

Readiness75%

Haptic Feedback

Gloves and suits under $500. Controller haptics are standard. Ready for the prototype.

Readiness70%

Multiplayer Narrative VR

Social VR is mature. Shared narrative with AI NPCs is frontier.

Readiness40%

Key decision: “online” means two things

The goal of a hyper-realistic online VR world has two viable paths, and a third that is really a front door.

  • Path A — native VR app (photorealistic): built in UE5, distributed via the Quest Store, SteamVR and venues. The technology exists today — the constraint is budget, not tech.
  • Path B — cloud-streamed VR (online, photorealistic): the same UE5 experience streamed to any device. Two to three years from consumer scale. Build A first; it becomes B.
  • Path C — WebXR preview (online, stylized): a browser gateway on seraphhunter.com. Buildable now. A marketing front door that converts to full VR.

Recommendation: build Path A (phase 4). Build Path C now (phases 2–3). Path B arrives naturally (phase 6).

The one thing that doesn’t exist yet

Every technology here exists or is maturing — except the Canonical Anchor System. No one has built a narrative governance layer for AI-populated VR worlds. It is the biggest risk and the most powerful advantage.

  • NeMo Guardrails constrains what an NPC says — not where the story goes
  • State machines track player position — not narrative drift
  • What is needed: a story-state graph, LLM guardrails, and in-world correction (NPCs redirect, not system messages)
  • Design it in phase 2. Prototype it in phase 4. It is the soul of the product.