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Monday Musings #38 – Roadmap Update and Plans for 2026

Releasing the Elemental Mastery Update was a great way to close out the year. Since MoteMancer entered Early Access in July, the game has grown in meaningful and foundational ways, both in content and cohesion. Before looking ahead, it’s worth taking stock of what we've unlocked so far:

  • Entropy has evolved from a spatial nuisance into the backbone of an entirely new research tree.
  • Dozens of new Structures, Spells, and Upgrades have been added, and every element now has a complete, distinct toolkit.
  • Lighting, animation, and structure FX have seen major improvements, with more polish to come.
  • Community-driven quality-of-life changes continue to meaningfully shape the game.
  • And we now have an official community-run Wiki, which has been incredible to see take shape.


It’s been a rewarding five months of iteration, and with that foundation in place, this feels like a good moment to revisit the roadmap and where MoteMancer is headed next.



We’re still on track for MoteMancer’s 1.0 launch in July 2026. Roughly half of the original roadmap is now complete: Blueprints, World Seeds, Spells, Music, Runeshroom Rituals, Entropy, and Research Tree refinement are all live and well established. Art, UI/UX, and community requests remain ongoing efforts, but the core pillars are now firmly in place.

And that brings us to the next major update, currently planned for February.



[h3]Affixes[/h3]

The name may change, but the concept is solid: MoteMancer is uniquely suited to structural rule changes that meaningfully alter how the game is played.

In many automation games, removing a core resource or system would simply break the experience. In MoteMancer, the redundancy and overlap between elements creates an interesting problem space when a tool is missing. Combined with the hex-based logistics and spatial puzzles, affixes can reshape gameplay itself rather than acting as simple difficulty modifiers.

There are currently 27 affixes planned, with only a handful being mutually exclusive. Most can be mixed and matched freely, and they will tie directly into the Achievement system. Some may even be gated behind achievements, which is a suggestion that emerged directly from community discussion, and one I’m excited to explore.



[h3]And Beyond[/h3]

April will likely be the final feature-focused update before 1.0, and it feels like the right time to address controller support and additional early-game onboarding tools.

MoteMancer intentionally leans into discovery, but as more players come through Early Access, it’s become clear where the line between mysterious and opaque can blur. An in-game Alchemist’s Journal is something I’ve been considering for a while, and it may be the right tool to preserve the spirit of learning-by-doing while offering better guidance when players need it.

I’m also continuing to explore ways to introduce elemental flavor earlier. The current Salt-forward opening succeeds at easing complexity, but it does delay access to the elemental identity that defines much of the game. Finding a better balance there is very much an active design conversation.



Finally, I want to thank everyone who has chosen to play during Early Access. MoteMancer is a complex game, and the feedback, discussion, and patience from the community have been invaluable in smoothing its rough edges and shaping its direction.

I won’t say “back to the lab” just yet - I’m taking a short break to recharge. I’ll be back on the first Monday of the new year with fresh eyes and renewed energy.

In the meantime, have a relaxing and magical holiday, fellow Mancers 🌿