2023 DYSTERRA Development Roadmap
Hello everyone! Director K here again.
It's already been a month since Dysterra began early access on November 24.
We’ve been so hard at work fixing bugs and programming errors, watching how you play the game, listening to your opinions, and preparing solutions to issues that it’s hard to believe so much time has already passed.
You’ve all been so generous with your advice and feedback, and we hope to start repaying that generosity by sharing clear goals for where development of Dysterra is headed.
So without further ado, here’s our roadmap for the short-term and the long-term.
The more survivors we have, the more fun that Dysterra becomes. We’re planning several ways for all kinds of survivors to play together.
[h3]🔧 Bug fixes, optimization, and balancing[/h3]
Fixing bugs, optimizing performance, and balancing the game are the most important things for our game’s success in the short term.
We’ve been improving various server and client issues, while at the same time optimizing as many things as we can, but there’s still more that we can fine-tune and improve.
We’ll keep working on these factors to provide a stable and enjoyable experience for everyone.
As for the radiation status effect, it was first designed as a device to require players to acquire minimal armor before attacking bases and facilities. Actual player data, however, hasn’t reflected what we originally expected, so we are making adjustments through patches and updates to improve that part of gameplay.
[h3]🔧 Convenience Features[/h3]
Over the next two months, there will be a lot of quality-of-life improvements to the user experience as well as to items. This includes quality-of-life features for teams such as the ability to use emotes, chat enhancements, and ping system improvements.
[h3]🔧 New Weapons and Items[/h3]
As you’re all probably expecting: A variety of weapons and items will also be introduced every month.
Most of the new weapons we’re adding will be medium/high tier weapons, and basically, the more used and the higher the tier, the more difficult it will be to obtain and maintain.
These measures are intended to prevent one-sided combat caused by equipment gaps and we’ll be adjusting weapon balance through continuous game-play data analysis and player trends.
Gameplay elements will be expanded in every way.
We will especially continue to add a multitude of enemies and locales throughout the world for players to find and challenge themselves with. We’ll be adding a brand-new area to the map, as well as broadening the number and variety of resources and items. Everything new will complement existing elements and add depth to the game.
[h3]🧪 New Content[/h3]
New game content also serves as a vehicle for storytelling, allowing us to present a deeper understanding of what's going on in(and above!) the world of Dysterra. This includes the introduction of new figures.
For the time being, the above content will continue to be added to the current map of Ararat Island. At some point, a new map will be added and new content will be provided.
[h3]🧪 Game-Changing Weapons and Supplemental Items[/h3]
Weapons and auxiliary items will be expanded from the existing set to add various forms and abilities to the game. We will also be adding weapons and items that will fundamentally change PvP combat. (More on that in a later dev note.)
[h3]🧪 Base Functions & Use[/h3]
Player bases function as a place for producing items and protecting one’s valuables. We will also be providing ways to decorate and personalize your base while also making it a place to mingle with friends. New items will be provided in the lobby’s Terra Shop that will allow survivors to construct unique and aesthetic bases.
[h3]🧪 Clans & Vehicles[/h3]
The clan function is a long-term connection between survivors and we consider it very important to the game. We will provide the ability to connect with fellow clan members in real time across multiple servers.
Finally, regarding vehicles, we’re looking into designing new vehicles with attack capabilities in addition to our current 4-wheeled vehicles.

Of course, this won’t be everything.
Through the help and feedback of our survivors, Dysterra will continue to evolve and transform into the best survival game available on the market.
Thanks for all of the love you’ve shown our game so far. We look forward to seeing you on Ararat Island!
Thank you.
- Director K
It's already been a month since Dysterra began early access on November 24.
We’ve been so hard at work fixing bugs and programming errors, watching how you play the game, listening to your opinions, and preparing solutions to issues that it’s hard to believe so much time has already passed.
You’ve all been so generous with your advice and feedback, and we hope to start repaying that generosity by sharing clear goals for where development of Dysterra is headed.
So without further ado, here’s our roadmap for the short-term and the long-term.
📅 THE SHORT TERM 📅
The more survivors we have, the more fun that Dysterra becomes. We’re planning several ways for all kinds of survivors to play together.
[h3]🔧 Bug fixes, optimization, and balancing[/h3]
Fixing bugs, optimizing performance, and balancing the game are the most important things for our game’s success in the short term.
We’ve been improving various server and client issues, while at the same time optimizing as many things as we can, but there’s still more that we can fine-tune and improve.
We’ll keep working on these factors to provide a stable and enjoyable experience for everyone.
As for the radiation status effect, it was first designed as a device to require players to acquire minimal armor before attacking bases and facilities. Actual player data, however, hasn’t reflected what we originally expected, so we are making adjustments through patches and updates to improve that part of gameplay.
[h3]🔧 Convenience Features[/h3]
Over the next two months, there will be a lot of quality-of-life improvements to the user experience as well as to items. This includes quality-of-life features for teams such as the ability to use emotes, chat enhancements, and ping system improvements.
[h3]🔧 New Weapons and Items[/h3]
As you’re all probably expecting: A variety of weapons and items will also be introduced every month.
Most of the new weapons we’re adding will be medium/high tier weapons, and basically, the more used and the higher the tier, the more difficult it will be to obtain and maintain.
These measures are intended to prevent one-sided combat caused by equipment gaps and we’ll be adjusting weapon balance through continuous game-play data analysis and player trends.
📅 THE MID TERM TO LONG TERM 📅
Gameplay elements will be expanded in every way.
We will especially continue to add a multitude of enemies and locales throughout the world for players to find and challenge themselves with. We’ll be adding a brand-new area to the map, as well as broadening the number and variety of resources and items. Everything new will complement existing elements and add depth to the game.
[h3]🧪 New Content[/h3]
New game content also serves as a vehicle for storytelling, allowing us to present a deeper understanding of what's going on in(and above!) the world of Dysterra. This includes the introduction of new figures.
For the time being, the above content will continue to be added to the current map of Ararat Island. At some point, a new map will be added and new content will be provided.
[h3]🧪 Game-Changing Weapons and Supplemental Items[/h3]
Weapons and auxiliary items will be expanded from the existing set to add various forms and abilities to the game. We will also be adding weapons and items that will fundamentally change PvP combat. (More on that in a later dev note.)
[h3]🧪 Base Functions & Use[/h3]
Player bases function as a place for producing items and protecting one’s valuables. We will also be providing ways to decorate and personalize your base while also making it a place to mingle with friends. New items will be provided in the lobby’s Terra Shop that will allow survivors to construct unique and aesthetic bases.
[h3]🧪 Clans & Vehicles[/h3]
The clan function is a long-term connection between survivors and we consider it very important to the game. We will provide the ability to connect with fellow clan members in real time across multiple servers.
Finally, regarding vehicles, we’re looking into designing new vehicles with attack capabilities in addition to our current 4-wheeled vehicles.

Of course, this won’t be everything.
Through the help and feedback of our survivors, Dysterra will continue to evolve and transform into the best survival game available on the market.
Thanks for all of the love you’ve shown our game so far. We look forward to seeing you on Ararat Island!
Thank you.
- Director K