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Early Access - Release Features & Roadmap Overview


[h3]Hello Everyone[/h3]

With the new and improved Vectorio now beginning it's early-access lifespan, I wanted to go over specifically what you can expect to see in the initial release, what is still planned for down the line, and rough timelines on when you can expect to see these things come into play.

This is meant to help you, the potential buyer, understand what the current state of early access is, and help you make an informed decision on when you want to hop into the game.

[h3]Release Features vs. Planned Updates[/h3]

Below is a chart outlining what is currently available in the early access release, and what is planned for future updates during the early-access period.



Features of note here include multiplayer, RTS mechanics, and mod support. These are 3 key note features that I have defined as being "pillars" of what I envision Vectorio to be at launch, as they are extremely important to the games long term success and ability to stand out from the crowd.

[h3]Feature Roadmap[/h3]

I know many have been keen for multiplayer and RTS mechanics specifically, and so along with the other planned features of note, I've outlined roughly when you can expect to see these. (please note that as development continues, priorities can change and certain features may be moved around)

[h3]Update 1: Phantom Plains[/h3]
The first update is heavily focused on the content side of things and bringing in the RTS mechanics along with a new region & unique techs. This is meant to take the game past it's predecessor and into what I consider to be the "expanded vision" of Vectorio.



This update is planned for Q4 of this year.

[h3]Update 2: Frigid Fields[/h3]
The second update is all about multiplayer, bringing in the required systems to allow you to play with your friends, and explore a new unique "winter themed" region, Frigid Fields. This update also touches up on the logistics side of the game, bringing in new layers of complexity like fuel & ammo, and introducing new QOL tools for planning and setting up supply chains.



This update is planned for Q1 of next year.

[h3]Update 3: Scorched Shores[/h3]
The third update is focused on expanding multiplayer into more PvP oriented modes, as well as overhauling the enemy & outpost mechanics to make them smarter and stronger. This includes natural outpost expansions, and enemy weak-point pathfinding.



This update is planned for Q2 of next year.

[h3]Update 4: The Void[/h3]
The final update is focused on end-game content, and finally the long-awaited Vectorio creator tool. This update is all increasing the games replayability factor and ensuring there's ways to continue enjoying Vectorio after it's full release later that year.



This update is planned for Q3 of next year.

[h3]Questions? Comments? Concerns?[/h3]

Please let me know! I want to try and set expectations clearly to everyone on when you can expect to see certain key features, and what is and isn't in the initial release.

Expect to see regular updates in between major updates as well, touching up on things like UI, QOL features, balancing, bug fixing, and so on. This roadmap is also not inclusive of all planned features - things such as cloud support, will be in their own self-contained updates, and additional features may be added or removed based on community feedback and desire for certain features. This is a collaborative process after all, and I want to work with everyone to bring Vectorio to new heights!

Thanks for reading,
~ Ben