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Tinkerlands' Roadmap is here!

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Roadmap
[p]You've asked for it, and we've been a bit slow on delivering to be honest, but It's finally here! These are the main features we are going to be working on during Tinkerlands' Early Access, and as stated in the image, the content added throughout the Early Access is not limited to the roadmap and changes may occur at any point during development.

This roadmap only contains the major features we have planned, but we will also be working on other minor features, quality of life, suggestions and more. So without further ado, check out the brand-new Tinkerlands' roadmap for the Early Access:[/p][p][/p][p][/p][p][/p][h2]v0.2.0.0 — Mod Support Update[/h2][p][/p][p]We have talked about this before, but we can finally confirm that Mod Support will be coming to Tinkerlands as part of the first roadmap milestone. We plan to develop Mod Support by working together with the community, so we can cover all that should be needed to develop mods, and even though this will be first available in this update, we will continue developing this feature throughout the whole Early Access Period.

This update will also include a new major island with a Volcanic theme, where you'll need to find a way to travel through lava rivers and fight enormous lava worms.[/p][p][/p][p]Not enough? Cool, this update will also include a few new systems that we are already working on, like what we've called "Enemy Banners" where you'll be able to craft enemy-specific banner objects that you will be able to place, to vanish that enemy from existence (meaning that they won't naturally spawn anymore in a radius). This will allow the creation of natural mob farms, and will also allow you to do some fishing without those snow wolves coming after you.

Also, Pets and PVP are coming. I don't think I need to explain these features, but you'll be able to explain a couple of things to your friends once PVP is enabled.[/p][p][/p][h2]v0.3.0.0 — Town & NPCs Update[/h2][p][/p][p]We've heard your feedback about the NPCs, so we went bananas with them. In this update the settlement will come to life, and enemies will try to end it by invading your home. Settlements will require a central object in order to be built, and this object will need to be upgraded in order to make the settlement grow, be able to invite more NPCs, and unlock some of the new NPCs functionality.

And speaking about NPCs functionality, we know, NPCs are definitely non-playable, but saying that they are characters might not be a 100% correct term, since they are more akin to stationary shops. This update will take care of that, and NPCs will unlock lots of new features including but not limited to: Being combat capable, having life (no more invulnerable NPCs), perform tasks (small scale automation), interact with other npcs and objects and a friendship system that we will talk more about in the future.

But that's not all folks! This update will also include new major islands (we'll discuss them in the future), and also new systems like mounts and a lot of new stuff for the cable system, including world-made and player-made traps.[/p][p][/p][h2]v0.4.0.0 — Endless Tower Update[/h2][p](Sneak peek from Volcano Island, not related to the Endless Tower, but I had to put an image here)[/p][p][/p][p]This is something that we've been wanting to add for a long, long time! The new Endless Tower will be an island that will be accessible at some point in the game. Endless Tower is a dungeon where the player will have to go up a certain number of floors, which each floor being randomly generated with enemies and traps. Players will get new items each floor and will have to use them to further progress into the tower.

- That's a Roguelike.

Yes, yes... but you'll get cool rewards that can be used outside the Endless Tower, what about that?!

Once again, we'll explain more about this feature in the future. And this update will also include a new island (pirate themed, how cool is that?) and new systems, like the new Statue Fuel system, where you'll be able to "fuel" statues (and other stuff) that spawn enemies so they drop goodies. And where you'll be able to use items that you don't want anymore to create this fuel. [/p][p][/p][h2]v1.0.0.0 — Navigation & Finale Update[/h2][p](We will be saying goodbye to this fella in this update...)[/p][p][/p][p]Finally the finale. Every story needs to end at some point, and this is the point where Tinkerlands (story) ends. This will include the final location of the game and the final boss. Not much to say about this, so I'll instead talk about the othe major feature of this update: Navigation Overhaul![/p][p]
Right now, the ship acts as a loading zone between the main island and the destination island, but we don't want to do that. So in this update, you'll be able to travel between islands physically. That means that you'll be fighting enemies while you travel to the next island, managing the ship resources and using the ship facilities to defend it from enemies and random events.

What ship facilities you say? Well, the ones that you will need to build of course. This update will remove the prefab ship we have right now, and will introduce true ship building, where you'll need to place each part of the ship to create the design of your dreams. Just don't share them with us If they are NSFW.[/p][p][/p]
And that's about it!
[p]Thank you so much for reading up to here, and for being our partner in this journey and for your support. I couldn't end this post without saying thank you. If you want to stay tuned on the latest new, ask the team some questions, share suggestions or bug reports, please consider joining the Discord community. [/p][h2][/h2]