Roadmap.
Where the game is heading. This is a direction, not a promise: priorities move with playtests. Bug fixes and balance changes are not listed here.
Duel and free-for-all modes on a two-level industrial warehouse.
Shipped in 20260921-gMain menu, quick match, killfeed, hit markers, and scoreboard.
Shipped in 20260922-dAny player name, no account setup, join with a group code.
Shipped in 20260922-eGear left behind is saved between sessions instead of lost.
Shipped in 20260923-bFind an exit and survive to extract with your loot.
Shipped in 20260923-cBandit and Plant Guard bots in raids, the Intendencia trader, and map choice in all-vs-all.
Shipped in 20260923-eA full voxel look, selectable in settings, compared side by side with the original.
New weapons and attachments: scopes, stocks, and extended magazines.
Shipped in 20260923-gRefining models, camo, and lighting across weapons, characters, and maps.
Item icons and inventory screens matching the voxel look.
Carrying more gear affects how you move and turn.
Persistent accounts, friend lists, and squading up before a raid.
Frag, smoke and flash grenades, plus bleeding, suppression and heavy-landing effects on screen. Built and in testing for the next update.
A fast weapon-progression mode, plus a melee knife.
Larger team sizes for all-vs-all and raid modes.
Additional extraction maps beyond Zarechye.
Moving beyond invite-only access once the game is ready for it.
We keep the game simple on purpose: these are things the genre often has that we have decided to leave out.
- XP and skill trees. Not planned. Gear and knowledge define your edge, not a leveling system.
- Weapon maintenance and repair. Not planned. Weapons work when you pick them up, no cleaning kits.
- Hydration and energy meters. Not planned. Keeps the moment-to-moment focused on the fight, not meter management.