The Roadmap

1.0 Release

Upcoming

The game has reached the ultimate vision.

Beta 5: End of the World Scenarios

Upcoming

Introduce catastrophic events that challenge the facility's survival, pushing players to their limits, and adding an alternative game end goal.

Beta 4: Mod Support QOL Improvements

Upcoming

Any miscellaneous quality of life improvements required for mod support

Beta 3: Localisation Support

Upcoming

Provide translation and localization options for a global player base.

Beta 2: Story Tracking Tools

Upcoming

Tools for tracking storylines and important events that shape the facility's narrative.

Beta 1: Quality of Life

Upcoming

Amending any issues accumulated over alpha and adding any highly requested quality of life features.

Alpha 33: Rooms & Recreation Expansion

Upcoming

Add new room types and recreational activities to keep NPCs happy and productive.

Alpha 32: Training Skills

Upcoming

Allow NPCs to improve their skills over time through dedicated training programs.

Alpha 31: Deep Characterization

Upcoming

Enhance NPCs with complex traits and personalities that influence their actions.

Alpha 30: Relationships

Upcoming

NPCs can form personal relationships, impacting teamwork and facility dynamics.

Alpha 29: Cults & Belief

Upcoming

Introduces secret cults and belief systems that can naturally form within your facility.

Alpha 28: Animals

Upcoming

Introduce animals with various functions, from pets to test subjects; and world-centric events like herd migrations.

Alpha 27: Faction Relations

Upcoming

Manage relations with external factions, from alliances to hostilities.

Alpha 26: Ethics & Inspections

Upcoming

Deal with ethical dilemmas and facility inspections that impact reputation and morale.

Alpha 25: Psychotherapy

Upcoming

Assign therapists to help elevate NPC mood and treat psychological conditions.

Alpha 24: Drugs & General Health

Upcoming

Introduces a variety of psychoactive and medicinal drugs. Manage drug usage, addiction, and general health issues within the facility.

Alpha 23: Synths & Bionics

Upcoming

Introduces synthetic NPCs and bionic body parts, enhancing or replacing human workers.

Alpha 22: Surgery & Infections

Upcoming

Expand the medical system with detailed surgery and infection mechanics.

Alpha 21: Morgues & Disease

Upcoming

Introduce morgues and health hazards like infectious diseases that must be managed.

Alpha 20: NPC Apparel Expansion

Upcoming

Add temperature-dependent clothing and numerous aesthetic wearable items for characters.

Alpha 19: Deeper Health Modelling

Upcoming

Body parts have functional roles, affecting character abilities and behavior when injured.

Alpha 18: Sieges and Raid Expansion

Upcoming

Improves raid mechanics and siege events where hostile forces attack the facility.

Alpha 17: Weapons Expansion

Upcoming

Expands the arsenal available to security teams to deal with internal and external threats.

Alpha 16: Departments

Upcoming

Introduce various specialized staff like HR managers or admin staff that grant perks or handle miscellaneous things, and the ability to organise staff into departments.

Alpha 15: Industry

Upcoming

Produce building materials and other essentials from scratch to support your growing operation.

Alpha 14: Remote Sites

Upcoming

Create self-sufficient bases in remote geographical areas of the World.

Alpha 13: Science Expansion

Upcoming

Expand science operations with more research objects and advanced experimentation systems.

Alpha 12: Energy Expansion

Upcoming

Introduce new energy sources like wind turbines and nuclear reactors to power your facility.

Alpha 11: Field Exploration

Upcoming

Send out teams to locate and capture dangerous anomalies found in the wilderness.

Alpha 10: Weather Expansion

Upcoming

Dynamic weather systems affecting facility conditions, morale, and external operations.

Alpha 9: World Planet

Upcoming

A fully simulated planet and the ability to create multiple facilities within one world, and keep the story going.

Alpha 8: Biomes

Upcoming

Diverse environmental that affect gameplay, resources, and the behavior of anomalies.

Alpha 7: Ancient Anomalies

Upcoming

Discover strange anomalies deep within caves that pose unique challenges and opportunities.

Alpha 6: CCTV System

Upcoming

Implement a fog-of-war system where CCTV is used to monitor restricted or hidden areas of the facility.

Alpha 5: Mountains & Caves Expansion

Upcoming

Enhance map generation with more complex mountains and cave systems, and other generation features like aquifers.

Alpha 4: Ventilation and HVAC

Upcoming

Complete the gas system with functioning ventilation, air quality, and temperature control mechanics.

Alpha 3: Firefighting

Upcoming

Introducing various methods to fight fires in case of emergencies.

Alpha 2: Category C Riots & Misconduct

Upcoming

Introduces the potential for insubordination, riots, and misbehaviour among Category C working in the facility.

Alpha 1: Laying Foundations

Upcoming

Fixing technical debt, tightening systems and game design, and making Alpha Build 1 a complete standalone experience, potentially adding full mod support, and adding an ultimate end-goal for a playthrough, the Ouroboros Project.

Public Release

Upcoming

The game is ready for early access!

Anomaly Behaviour

Implemented

Anomalies exhibit various behaviours, both known and unknown.

Storyteller and Events

Implemented

Introduces a storyteller and event system, adding dynamic narratives and challenges to the game world.

Mental Breaks

Implemented

NPCs can have mental breakdowns if heir mood is too low for too long.

Paramedics & Doctors

Implemented

Providing medical care and treating injuries.

Janitors and Maintenance system

Implemented

Introduces janitors and a maintenance system, addressing the cleanliness and overall upkeep of the facility.

Water and Flooding

Implemented

Implements water systems and the risk of flooding, adding challenges related to managing water within the facility.

Restriction Zones

Implemented

Adds the capability for players to designate and manage restriction zones, influencing the movement and activities of NPCs.

Cooks and Lunchtimes

Implemented

Introduces a system for managing cooks and designated lunchtimes, affecting the well-being and efficiency of NPCs.

Staff Offices

Implemented

Adds staff offices to the game, providing designated spaces for administrative and managerial tasks.

ID card system

Implemented

Implements an identification card system for NPCs, influencing access control and security measures.

Containment Breaches

Implemented

Introduces the challenge of containment breaches, requiring players to respond quickly and efficiently to prevent catastrophic events.

Underground Floors

Implemented

Expands the gameplay by allowing the construction and management of underground floors, providing new strategic possibilities.

Category C Onboarding

Implementing

Implements a system for the intake and management of Category C (Volunteers) within the facility, adding a new dimension to gameplay.

Hiring NPCs

Implementing

Introduces the ability for players to hire and manage NPCs to perform various tasks within the facility.

Security Measures

Implementing

Allows players to control and manage guards within their facility for enhanced security and call ordnance strikes.

Facility Raids

Implemented

Adds the ability for facilities to be raided by external entities, creating challenges for players to defend against.

Research

Implemented

Introduces a research system, allowing for ability to unlock new technologies or capabilities through scientific endeavours.

Experiments

Implemented

Adds ability to conduct systematic study and testing of anomalies within the game.

Containment Procedures

Implemented

Allows players to set and manage containment procedures for various aspects within their facility.

NPC Careers

Implemented

NPCs can gain experience when doing jobs.

NPC Inventory System

Implemented

Introduces an inventory system for NPCs, enabling them to carry and manage items.

Beauty

Implemented

Objects have various aesthetic values which impact NPC moods.

NPC Moods

Implemented

NPCs have moods, which influence actions and behaviours.

Combat

Implemented

NPCs can engage in gun fights and melee fights

NPC Utility AI System

Implemented

Utility-based AI for NPCs, allowing them to make intelligent decisions based on their needs and priorities.

Site Delivery System

Implemented

Introduces a system for goods and resources to be delivered to the facility.

Money Systems

Implemented

Implements an in-game currency and economic system, allowing for the management of finances for their facility.

Grant System

Implemented

Introduces a grant system, providing objectives and rewards for completing specific tasks or milestones.

NPC Timetables

Implemented

Adds a scheduling system for NPCs, allowing you to define what works is done and when.

Pipe Logistics

Implemented

Implements a system for managing pipes and logistics, allowing the transportation of various substances within the facility.

Structural Integrity

Implemented

Introduces a structural integrity system, requiring players to consider the stability of their constructions.

Multiple Floors

Implemented

Enables the creation and management of multi-story buildings, expanding the possibilities for facility design.

NPC Bodypart Health System

Implemented

Implements a system to track the health of NPC body parts.

Electricity & Power Generation

Implemented

Introduces an electricity system, allowing for the generating of power.

Gases and Temperature

Implemented

Simulates the presence and behavior of gases within the game world, including temperature variations that affect gameplay.

Rooms & Zones

Implemented

Allows players to designate different areas as rooms or zones, each serving a specific purpose within the facility.

Fire

Due for Revisit

Fires can start and spread around your facility.

Construction & Build Orders

Implemented

Enables the construction of various structures and issue build orders.

Basic Land Plot Generation

Implemented

Generation of the landscape where players build their facilities.