This is about where we are right now!


Sailing - This is now well-established, though we’ll tune it until the game is complete
Survival -Likewise. We keep tuning to make it harder or easier; it’ll settle down eventually.
Exploration - This is pretty solid, although the balance will change as the map grows.
UI - It’s looking slick now, but we’ll keep improving it.
World - It’s a big old world, and the hand-crafted effects and textures take time to do.
Combat - Combat is being substantially reworked!
Music - This is sounding awesome, but there will be changes, no doubt.
Sound - It’s in; it needs more work.
Economy & Trade - The bones are there, but we want to add a lot more
Ambitions & Legacies - Needs more fiction, needs more functionality
Fiction - Again, it’s a big old world. There’s about 100K words in there – we’ll probably end up with almost 250K, more than two novels worth.
Phenomena - We have some exotic things in there for you to discover, now…
Optimisation - “But it’s only 2D!” It is, but it has a lot of 2D art and a lot of textures. We’re working on ways to make it leaner, but it’ll take a bit of time.
Under the Unterzee - Still on the drawing board! Which is fine.


We keep a detailed list of content updates here.  They’re on hold while we work on STEEL.

ROAD MAP – last updated 15th September

EXPLORERS’ BETA -  Released 29th April.

RUBY - released 21st May.  Stability, major survival system upgrades, and the islands of Shepherd’s Wash.

AMETHYST - released 5th June. Combat and beastie spawning upgrades, the isles around the Sea of Voices, and Void’s Approach, where Mt Nomad waits…

GOLD - our soft-launch Early Access release on 17th June. A shiny new combat UI, a new save mode, more content and the Khanate at the heart of the Unterzee.

CORSAIR’S GOLD - our Steam Early Access release on 1st July.  Our Steam Early Access release on 1st July. Darkness management improvements, story interface upgrade, tyrant-moths and the Watching Eye…

EMERALD - released late July. Map shuffling,  the Iron Republic, the Sea of Autumns, the Mangrove College. [More sophisticated legacies, additional beasties deferred.]

STEEL - released early October. A release focused primarily on the combat experience (including beastie AI and behaviour), but including a rather stunning array of islands.

CARNELIAN - slated for release late October. Officers integrated as crew, additional equipment, currents. The Promised Sea where the Fathomking holds court, and the South: Carnelian Coast and Dawn’s Edge. (The Aquamarine release has been divvied up between STEEL and this one.)

SAPPHIRE -  mid November. Neutral vessels,  wandering phenomena.  The East: Irem and the Pillared Sea, the Deconstruction, Saviour’s Rocks with the octomaran Tree of Ages. The most challenging form of victory.

DIAMOND – early December. Final graphical upgrades, optimisations, and polish.

After that, we’ll take a break, then get cracking on the underwater expansion.

Here’s where we are with the map. The real map is, ah, a little more soberly coloured. The red areas are already available to explore; the purple ones are coming next; you can see where the world will grow in each subsequent phase. You can prowl the unimplemented areas right now in the Explorer’s Beta, but it’s like going backstage – just placeholders cut out from the primordial mush.