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.
Main menu, quick match, killfeed, hit markers, and scoreboard.
Shipped in 20260922-dGear left behind is saved between sessions instead of lost.
Shipped in 20260923-bA 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-cBandit and Plant Guard bots in raids, and the Intendencia, who buys what you bring out.
Shipped in 20260923-eNew weapons and attachments: scopes, stocks, and extended magazines.
Shipped in 20260923-gFiner voxels, new textures and light, and the operator in four kits.
Item icons and inventory screens drawn like the rest of the game.
Carrying more gear affects how you move and turn.
Persistent accounts, friend lists, and squading up before a raid.
Rival squads share the same raid, up to 15 players plus bots.
Frag, smoke and flash grenades, plus bleeding, suppression and heavy-landing effects on screen.
Two sides, first to four rounds, 5v5, and private matches of up to 6v6. Practice also plays on Tsekh.
Account level and skills, three traders with loyalty, contract chains and dailies, and a base with a workshop and an infirmary.
A first beta with a queue, invites in batches and the servers under watch.
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.
- 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.