+
+## Setup Requirements
+Dragonblocks Alpha targets PCs only. Non x86-64 platforms may work, however there is no guarantee whatsoever.
+You need a POSIX system conforming to the ISO C and POSIX 2008 standards. However, so far only GNU/Linux systems, in particular Ubuntu and Debian, have been tested.
+The minimum OpenGL version is 4.6.0. Dragonblocks has been tested on Intel Integrated and NVIDIA GPUs, however other graphics cards should work as well.
+A PC with at least 4 CPU cores is recommended, but not necessarly required.
+
+## Current Features
+- Multiplayer
+- Mountains, snow, temperature and humidity, dynamic grass color, oceans and beaches, vulcanos, boulders
+- Physics
+- FPS Camera
+- Mipmapping, Antialiasing, Face Culling, Frustum Culling, Diffuse Lighting, Skybox, Fog
+- Taking screenshots
+- Daylight cycle
+- GUI
+- Saving map, player positions and other data to a SQLite3 database
+- Multithreaded map generation, mesh generation and networking
+- Handlers for SIGINT und SIGTERM (just Ctrl+C to shut down the server)
+
+## Usage
+
+### Server
+The server currently stores the world database (world.sqlite) in the current working directory, and it will stay like that.
+If you want to have multiple worlds, just run the DragonblocksServer process from different directories.
+It's up to you how you organize the world folders, which is an advantage since the program really just "does one thing well"
+without having to search your system for share directories or maintaining a world list (like Minetest does).
+
+### Client / Singleplayer
+The Dragonblocks client itself does not and will not have a Main menu. It goes against the already mentioned UNIX philosophy to have a binary
+that does multiple things at once. For now, there is a singleplayer script that launches a server and a client, and in the future a launcher
+will be added that is used to do all the stuff that users nowadays don't want to do themselves, like showing you a list of worlds and launching the
+server in the correct directory, as well as updating the game and managing game versions for you. It's gonna do the ugly `~/.program_name`, but you
+wont't have to use it if you don't want to.
+
+### Modding
+Dragonblocks Alpha does not and will most likely never have a modding API. If anything, a Lua plugin API will be added.
+It would be possible to have a native modding API for a C project (as demonstrated by [dungeon_game](https://github.com/EliasFleckenstein03/dungeon_game)),
+but it would remove simplicity and, most importantly, remove optimisation possibilities.
+The way you are meant to mod dragonblocks is by simply forking it on github and modifiying the game directly. To use multiple mods together, just git merge them.
+If there are conflicts, the mods would likely not be compatible anyway.
+
+## Project Goals
+The name "Dragonblocks _Alpha_" does not have anything to do with the game being in early development (which it is tho), it's just the game's name.
+
+### What Dragonblocks Alpha aims to achieve
+- A voxelgame inspired by Minecraft and Veloren, with the techical side being inspired by Minetest
+- Exciting and feature-rich gameplay with the focus on exploring and adventuring, while still being multi-optional and not too bloated
+- A simple structure and invocation syntax
+- Using modern OpenGL to combine performance with graphics quality on high-end computers
+- Portability between PCs running POSIX systems (focus: Linux, BSD, MacOS, Plan 9 APE, Windows MinGW)
+
+### What Dragonblocks Alpha does not aim to achieve
+- Portability to Phones / Consoles
+- Good performance on low-end PCs
+- A fixed story or lore
+- Cloning Minecraft behavior
+- Replacement for Minecraft and / or Minetest
+- An engine