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 23, 2026
Done8
MapsFirst playable build

Duel and free-for-all modes on a two-level industrial warehouse.

Shipped in 20260921-g
TechEntry menu and combat HUD

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

Shipped in 20260922-d
TechSimplified access

Any player name, no account setup, join with a group code.

Shipped in 20260922-e
RaidPersistent stash

Gear left behind is saved between sessions instead of lost.

Shipped in 20260923-b
RaidExtraction raid on Zarechye

Find an exit and survive to extract with your loot.

Shipped in 20260923-c
RaidBots, trader, and map selection

Bandit and Plant Guard bots in raids, the Intendencia trader, and map choice in all-vs-all.

Shipped in 20260923-e
ArtVoxel art style

A full voxel look, selectable in settings, compared side by side with the original.

WeaponsFive new weapons

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

Shipped in 20260923-g
In progress5
ArtSecond pass on voxel art

Refining models, camo, and lighting across weapons, characters, and maps.

ArtVoxel-styled inventory

Item icons and inventory screens matching the voxel look.

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.

WeaponsGrenades and status effects

Frag, smoke and flash grenades, plus bleeding, suppression and heavy-landing effects on screen. Built and in testing for the next update.

Later2
MapsMore raid maps

Additional 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.

  • 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.