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Below are the main tasks & features we plan on doing. Regular things such as bug fixes, balancing, and quality of life improvements are not included as these are done continuously.

DISCLAIMER: Nothing here is set in stone. We will most likely end up moving things around especially based on feedback from our community.

Last revision date: 2nd of June 2022

Early phase - high priority

Advanced modding support

  • Expand modding support - mod management, APIs, documentation

  • Steam workshop integration

Map editor

  • Enable the community to create their own maps in the in-game editor

UX improvements

  • [Done] Keybindings

  • [Done] Allow copying & cutting transports

  • Work on intuitiveness and tutorials


  • Trees replanting

Investigate possible integrations

  • Linux, Mac, GeForce Now

Ongoing efforts

Tasks that we will be working on continuously as iterative efforts.

Performance improvement (high priority)

  • keep improving the game to handle more and more complex factories

Quality of life improvements (high priority)

  • keep adding more tools, analytics, shortcuts, and improvements

  • keep working on better intuitiveness

Graphical improvements

  • particles, textures, models, polish

Sounds effects


Future work

Priorities and exact tasks are not set in stone and everything is subject to change based on feedback.


  • Achievements

New content (examples, depends on community feedback)

  • more features for mining

  • more industrial chains

  • more options for settlement - services, housing

  • decorations, customizations

  • power management (power lines, substations)


  • Visualize products in unit storages and on truck beds

  • Enable concrete and other custom surfaces on the ground

  • Allow players to choose starting location and position of their first settlement

Areas we would like to explore - subject to community feedback and preference

  • Scenarios / challenges - things that could alter the gameplay in different ways

  • End game mechanics

  • Roads

  • Investigate multiplayer in case of large interest

  • More mechanics around world map

Brainstorming section -  ideas & possibilities

IMPORANT: These are just ideas on what we could do, not ordered by priority. What we will end up implementing will be largely based on feedback and wishes from our community. Our feedback tool can be found here:

Advanced power management

Consider introducing power transformers that could be connected via high-voltage power lines. Also, provide better automation for power failures. e.g. starting a backup power plant, power switches, etc. This will be very much needed in cases of unreliable power sources such as solar power. Would be cool to build off-shore as well. This might require a special type of ship or helicopter.


Quality of life improvements (some of these will most likely come a bit earlier)

Enable players to create blueprints and share them

Add more production statistics for each machine


More content for mining

Even bigger excavators. Dedicated dumping entity connected to transport. Mining cable cars.


More customizations

Battleships or vehicles paint jobs. Flags (for ship and as standalone for the island).


Extend mechanical power

Add mechanical power transports (shafts), mechanical power storages (large rotating mass), and use mechanical power in more machines/chains than just electricity.


More stuff for settlement

More decorations. Also lavish ones like statues etc. which serve as achievements. Communication module that connects settlements to datacenters - the internet.


Improvements in naval battles

Consider moving naval battles to 3d. However, these would still be automated (no player control involved).


Multiple islands

The player could have multiple islands. Logistics would be managed by cargo ships or by building bridges with trains. This would be handy to potentially provide multiplayer where each player has their own island. We don’t plan to have real islands on the world map as that would be a hell to manage from the player’s perspective.



Enable players to start on the same island or each player could have their own island. This will need more design and we think we will be smarter once we get further with the game.

Pirates attacking the island

Not something we want to force on the player. However, we could introduce some kind of challenge where the player can decide to engage to get some special rewards. Or it could be interesting for multiplayer as a co-op or to fight against each other. However, this is a huge task and right now the priority is low.


People on the island!

We deliberately made the decision to have settlements as blobs so we can, later on, add people if needed. People in a settlement would be just for decoration purposes and they would not mix with the general island. We could also add a possibility to build transportation between individual settlements or have stations that cover some area of the island with a workforce. This could be built on top of trains or we could use buses. However, buses would require roads or concrete ground and obviously maintenance :)


Digging / dumping challenges

Players would have to dig deep to find some artifact for instance. Or some other valuable end-game resources. Or something that can serve as a decoration for the settlement. Dinosaurs skeleton for instance.


End-game challenges

Challenges such as heatwaves. Heatwaves would kill the population if the player does not provide cooling. They could also put stress on the equipment. These would also increase maintenance and water consumption.

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