A pirate crew sails toward a sunlit island harbor in Pockie Pirate World.

How we count progress

A readable estimate, with the limits kept visible.

We divide completed work by the known requirements in each measured category. We give those category percentages equal weight, because quests, art and server behavior use different kinds of requirements. We leave categories with unknown totals out of the headline rather than pretending they are finished or at zero. The Alabasta range shows how the estimate changes when systems with uncertain milestone membership are included. We round the public headlines to whole percentages and keep the exact measured values below.

What built means

Built means that a requirement has been delivered under its category’s counting rule. It is a step before a fully tested, ordinary playthrough. A working test, an existing screen or an installed pose can establish a specific piece of delivery without establishing that the whole game system is finished.

A mechanic only receives “Built, in testing” when every requirement in its direct delivery checklist is complete. “Being finished” means at least half of the measured requirements are completed, or that delivery is complete but a direct checklist is missing. “Early” means some work is completed or partially implemented below that halfway point. “Planned” covers areas without a closed measurement or without delivered progress in that measurement.

What is not counted yet

Items and complete character-form capabilities do not yet have the cross-checks needed for a meaningful whole-category count. Ship upgrades and gear enhancement also lack a closed direct measurement on the public mechanic board. That does not turn missing measurements into zeros, and it does not make the headline a measure of every task still ahead. Newly identified requirements can lower an estimate even while work is moving forward.

The live test count records distinct journeys with a passing result. Some use test shortcuts or inspect a state without earning it through play. We keep those checks useful while separately checking normal progression, rewards and persistence. There is no public beta date in this measurement.

Snapshot date: . The page and its downloadable progress snapshot are generated from the same data.

Technical details by area

Category rules and exact counts

Built toward Alabasta: 69.58%; scope range 65.49% to 70.16% before public rounding; 5 of 8 categories measured.

Built toward the full original game: 58.93% before public rounding; 6 of 8 categories measured.

Lower system-area scenario: 1,276 of 1,833 requirements; 69.6%. 2 unknown and 39 excluded requirements. Included systems: Battles and skills, Daily tasks, Dungeons, Haki, Sailing and trade.

Upper system-area scenario: 911 of 980 requirements; 93%. 2 unknown and 9 excluded requirements. Included systems: Arena, Battles and skills, Devil Fruits, Haki, Legion.

Scenario denominators range from 523 to 2,389 required system requirements.

Equal-weight mean of measured category percentages. Weights are explicit; unmeasured categories are omitted, never zero or 100. This owner-directed presentation model does not change canonical tracker totals.

completed source checklist requirements; accepted installed exact animation components; existing ready or owner-approved window surfaces; canonical implemented content and non-screen server requirements. Partial and offline-only candidates receive no built credit.

Strict verified in play requires an implemented, canonical verified-complete requirement with passing source, tests and applicable runtime/visual/approval gates and linked passing structured live evidence for that exact requirement. The operator journey figure instead counts declared live assertions, including assisted setup and read-only checks; it is not a whole-requirement completion percentage.

Closed source inventories define measured units. Systems 2432 raw checklist rows minus listed source-rule exclusions; windows 68; animation 747 art plus 168 retained skill missing-source requirements. Items and whole form capabilities remain unmeasured.

Content retains its documented source milestone tags. Systems uses explicit required-area scenarios with a displayed range. Shared windows and server capabilities are common readiness prerequisites. Animation has no authoritative Alabasta form/action split and is excluded from that headline; full-release readiness scenarios are disclosed without inventing milestone membership.

Categories use different inventories and are equally weighted rather than pooling rows. Some evidence overlaps (for example a UI clause and its window surface); these are perspectives on delivery, not unique hours or unique game requirements.

Built toward Alabasta
AreaBuilt requirementsBuilt shareFully verified requirements
Systems471 of 52390.1%unknown of 523
completed checklist requirements only; 43 source-rule exclusions are listed in row evidence. This measures the closed fourteen-area checklist, not an exhaustive whole-game mechanic inventory. Haki and battle/skill areas proxy the owner's explicit Haki and actual-battles requirements. The other twelve areas have no milestone/level crosswalk in the cited sources; each is optional in sensitivity scenarios. No area is declared out of scope. Counts are whole-area proxies, not recovered Alabasta row membership. Range extrema enumerate all 4096 memberships.
Content and quests2,208 of 2,44290.4%0 of 2,442
Known source-catalog requirements; Alabasta uses documented tracker milestone tags. Camps measures catalog rows; dungeon gameplay is represented in Systems.
Camps, armies and dungeons3 of 3160.9%0 of 316
Known source-catalog requirements; Alabasta uses documented tracker milestone tags. Camps measures catalog rows; dungeon gameplay is represented in Systems.
Itemsunknown; total unknownNot yet measuredunknown; total unknown
Item data is catalogued, but there is no complete item-by-item crosswalk proving required behavior is installed and tested.
Characters and formsunknown; total unknownNot yet measuredunknown; total unknown
Forms are catalogued; a closed form-capability implementation crosswalk is unavailable.
Windows and user experience64 of 6894.1%unknown of 68
A canonical window is built when an existing product client module/page has at least one non-placeholder exporter receipt with ready=true and no route identity gap, OR the owner's exact verdict is looks right. NO_WINDOW/review placeholder receipts never establish readiness. All 68 shared post-2013 windows proxy both milestones; the source has no milestone unlock partition. This measures existence/readiness, not original fidelity, all-state coverage, or live gameplay. Both milestones use the shared 68-window release inventory as a readiness proxy; a milestone-specific unlock inventory is unavailable. Ready means an implemented export surface, not complete visual fidelity.
Animationunknown; total unknownNot yet measuredunknown; total unknown
Neither scenario is an exact Alabasta subset. era 1 is never equated to Alabasta; no percentage range is asserted.
Server and live play34 of 4772.3%11 of 47
47 non-screen server delivery capabilities shared by both milestones. Raw tracker 48 includes original sign-in screens, assigned to window readiness instead. Built requires the canonical implemented flag; passing journeys are reported separately, not added as capability units.
Built toward the full original game
AreaBuilt requirementsBuilt shareFully verified requirements
Systems1,803 of 2,38975.5%unknown of 2,389
completed checklist requirements only; 43 source-rule exclusions are listed in row evidence. This measures the closed fourteen-area checklist, not an exhaustive whole-game mechanic inventory.
Content and quests2,491 of 5,00549.8%0 of 5,005
Known source-catalog requirements; Alabasta uses documented tracker milestone tags. Camps measures catalog rows; dungeon gameplay is represented in Systems.
Camps, armies and dungeons23 of 1,9241.2%0 of 1,924
Known source-catalog requirements; Alabasta uses documented tracker milestone tags. Camps measures catalog rows; dungeon gameplay is represented in Systems.
Itemsunknown; total unknownNot yet measuredunknown; total unknown
Item data is catalogued, but there is no complete item-by-item crosswalk proving required behavior is installed and tested.
Characters and formsunknown; total unknownNot yet measuredunknown; total unknown
Forms are catalogued; a closed form-capability implementation crosswalk is unavailable.
Windows and user experience64 of 6894.1%unknown of 68
A canonical window is built when an existing product client module/page has at least one non-placeholder exporter receipt with ready=true and no route identity gap, OR the owner's exact verdict is looks right. NO_WINDOW/review placeholder receipts never establish readiness. All 68 shared post-2013 windows proxy both milestones; the source has no milestone unlock partition. This measures existence/readiness, not original fidelity, all-state coverage, or live gameplay. Both milestones use the shared 68-window release inventory as a readiness proxy; a milestone-specific unlock inventory is unavailable. Ready means an implemented export surface, not complete visual fidelity.
Animation555 of 91560.7%unknown of 915
747 art plus 168 retained skill-body missing-source rows. Credit requires bound recovered originals, accepted original-style sets installed by the accepted pose integration, or exact banner/effect timeline integration by the banner and effect integration. Component readiness does not certify complete skill fidelity.
Server and live play34 of 4772.3%11 of 47
47 non-screen server delivery capabilities shared by both milestones. Raw tracker 48 includes original sign-in screens, assigned to window readiness instead. Built requires the canonical implemented flag; passing journeys are reported separately, not added as capability units.

Mechanic badge thresholds and scope

All counted requirements completed, with a direct source checklist. This means built and still in testing, not fully verified in play.

At least half the measured requirements completed; also used for a fully implemented inventory without a direct completion checklist.

Some completed or partially implemented requirements, below half completed.

No closed measurement, or no completed or partially implemented requirements. Unknown counts stay unknown.

Crew and tavern

Being finished. 8 of 11 requirements built; 3 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks. This measures recruitment, not every crew-management screen.

Battles and skills

Being finished. 374 of 376 requirements built; 0 partly implemented; 2 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Quests and story

Being finished. 522 of 878 requirements built; 356 partly implemented. Counts source quest requirements with an implemented tracker flag; dialogue, encounters and the full earned journey are separate. No complete direct mechanic checklist is available for a Built badge.

Sailing and trade

Being finished. 504 of 787 requirements built; 283 partly implemented; 0 unknown; 16 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks. Sea navigation is the area proxy; it does not prove every trade route is finished.

Fishing and cooking

Being finished. 26 of 28 requirements built; 2 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Ship upgrades

Planned. Not yet counted. This area has no closed, directly measured delivery inventory yet.

Arena

Being finished. 183 of 191 requirements built; 8 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Dungeons

Being finished. 243 of 405 requirements built; 162 partly implemented; 0 unknown; 13 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Shadows

Being finished. 14 of 16 requirements built; 2 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Haki

Being finished. 97 of 147 requirements built; 50 partly implemented; 0 unknown; 7 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Devil Fruits

Being finished. 209 of 216 requirements built; 7 partly implemented; 0 unknown; 2 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Legion

Being finished. 48 of 50 requirements built; 2 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Daily tasks

Early. 58 of 118 requirements built; 60 partly implemented; 0 unknown; 3 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Gear and enhancement

Planned. Not yet counted. This area has no closed, directly measured delivery inventory yet.

Guardian Beasts

Being finished. 16 of 18 requirements built; 2 partly implemented; 0 unknown; 2 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Capture and servants

Being finished. 12 of 13 requirements built; 1 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Shell

Being finished. 11 of 13 requirements built; 2 partly implemented; 0 unknown; 0 excluded. Counts completed requirements in the linked delivery checklist; partial requirements receive no completion credit. Live play and original visual fidelity remain separate checks.

Live test journey limits

458 of 542 test journeys passed on our live test server. Some used test shortcuts; this does not yet prove a complete playthrough.

218 passing journeys declare test shortcuts, 46 have an earned-play label, 76 are read-only and 118 have unknown setup. 0 have a later nonpassing report. Historical passes remain counted; this is not a claim that every latest attempt passes.

Live test journey groups
GroupPassed / inventoriedPasses using test shortcuts
Town and scene journeys34 of 3414
Quest and NPC interactions204 of 22060
Elite challenges30 of 300
Beast adventures32 of 3232
Sea adventures46 of 460
Raids1 of 121
Campaign map3 of 583
Activities108 of 108108
Shadows0 of 20

One journey id, latest passing live-loopback report report, across nine named families (sea combines island/event). Denominator is the non-supplemental harness plan inventory. prepared-only, not run, failed, blocked and awaiting human review do not pass. Shadows has no passing report in this source folder.

test shortcuts when the harness declares admin or assisted setup, including already-satisfied grants; earned-play and read-only retain their harness labels otherwise. This labels declared preparation, not proof of an entirely earned account history. reports omit setup execution details; current driver labels conservatively classify historical reports. Read-only checks do not prove rewards or progression.

Frozen report ordering from file modification times at first observation; reports have no run timestamps. Latest passing report in this order per journey id. Existing ordering is retained across checkouts; newly discovered reports append in observed time order.

Readiness is narrower than complete fidelity

The system checklist excludes unreachable requirements, requirements assigned to another system, duplicate requirements and unbound inventory rows. The remaining ambiguous requirements stay in the denominator. Supplemental audits overlap the primary lists and are not added again. The Alabasta system range tests every combination of the uncertain area memberships while keeping explicitly required Haki and battle systems included. This is sensitivity to scope assumptions, rather than a confidence interval.

Animation counts bound recovered originals, accepted installed action sets and installed banner or effect bindings individually. An effect timeline earns its own component credit and does not prove a complete skill. Some banner revisions and effect timings remain approximations. Later recruitment-tier poses still have missing forms and stand-ins under review; they have not been added to the accepted animation count. The exact Alabasta form-and-action subset is unknown, so animation is omitted from that headline.

Window readiness uses an existing client screen with a non-placeholder ready result, or a recorded looks-right review. The shared screen inventory is used for both destinations because its unlock-by-milestone mapping is incomplete. Ready does not mean every interaction, screen state or original pixel has passed a final review. Server delivery counts exclude the sign-in screen already represented by screen readiness. Passing journeys are not added to server capability counts.

These categories are different perspectives on delivery, with some shared evidence. They are not unique hours or a pooled count of every requirement. The source inventory includes all original quest rows; implemented quests do not by themselves prove every encounter, reward and dialogue branch. The full release label covers the agreed release eras rather than every later expansion.

Outside the current scope

  • Crew backpack cards and S to SS upgrades remain outside the agreed era scope.
  • Payments and the Noble recharge event remain deferred.

Row evidence and exclusions: systems and screen evidence, animation evidence and live journey evidence. Those data downloads retain exact source locators and audit labels.

Return to the player-facing progress board.