Last Exfilby SiantekESRequest access

Closed alpha. Entry by invitation, in batches.Request access →

Roadmap

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.

  • Last updated September 24, 2026
Done13
TechEntry menu and combat HUD

Main menu, quick match, killfeed, hit markers, and scoreboard.

Shipped in 20260922-d
RaidPersistent stash

Gear left behind is saved between sessions instead of lost.

Shipped in 20260923-b
RaidExtraction raid on Zarechye

A valley with a water plant, a rail yard, a radio station and a forest. Find one of six exits and get out with your loot.

Shipped in 20260923-c
RaidBots and the Intendencia

Bandit and Plant Guard bots in raids, and the Intendencia, who buys what you bring out.

Shipped in 20260923-e
WeaponsFive new weapons

New weapons and attachments: scopes, stocks, and extended magazines.

Shipped in 20260923-g
ArtNew art pass

Finer voxels, new textures and light, and the operator in four kits.

ArtNew inventory

Item icons and inventory screens drawn like the rest of the game.

Game feelWeight and inertia when moving

Carrying more gear affects how you move and turn.

SocialAccounts, friends, and squads

Persistent accounts, friend lists, and squading up before a raid.

SocialRaids of up to 15 players

Rival squads share the same raid, up to 15 players plus bots.

WeaponsGrenades and status effects

Frag, smoke and flash grenades, plus bleeding, suppression and heavy-landing effects on screen.

SocialTeam Fight on Tsekh

Two sides, first to four rounds, 5v5, and private matches of up to 6v6. Practice also plays on Tsekh.

RaidLevel, traders, contracts and base

Account level and skills, three traders with loyalty, contract chains and dailies, and a base with a workshop and an infirmary.

In progress1
TechFirst beta

A first beta with a queue, invites in batches and the servers under watch.

Later2
MapsMore raid maps

Extraction maps beyond Zarechye.

SocialOpen alpha

Moving beyond invite-only access once the game is ready for it.

Not doing, on purpose

We keep the game simple on purpose: these are things the genre often has that we have decided to leave out.

  • 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.