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Red Solstice 2 - ROADMAP!

Hello everyone,

As promised here is the roadmap of the upcoming features and planned changes to give you a rough information on the next big updates.




[h3]Milestone 1[/h3]
  1. Strategy layer
    • The strategy layer will be essential for the campaign portion of the game. It is similar to games like X-Com and serves as a launching point for both Single and Multiplayer skirmishes.
    • The first goal is to get this into a playable state for the next testing.


  2. Campaign missions
    • Along with the Strategy layer the first campaign missions will see implementation, to test new objectives and possible campaign goals.


  3. Follower AI and Indirect control
    • Bots are essential to supplement games with few players as such they are a high priority item.


  4. Classes (Terminator, Demolitions, Hellfire)
    • Modelling and some initial skills for the classes are already done. Finalizing their skill set in closed testing will be the next big task.
    • Suggestions for fitting new skills or TRS1 favorites are much appreciated.


  5. Items and Skills
    • The main reason for making TRS2 was to build a more solid foundation to allow new items and skills to be implemented much faster.
    • As such expect to see many more items and skills in future builds.

The main focus is on completing the strategy layer of the game with all it's campaign and procedural missions. Additional classes, follower control, and armory management are going to be finished in this milestone.


[h3]Milestone 2[/h3]
  • New progression system featuring player skill tree and medals.
  • Regular Monsters
    • Driller - avoids direct confrontation by burrowing down and launching spikes.
    • Holer - stays burrowed to get close.
    • Screecher - swift flying unit that ambushes you.
    • Grabber - grabs you by the legs if you step on the biomass.


  • Boss Monsters (Hellspawn, Ker, Ripjaw)
    • Ker - feel the ground shaking.
    • Ripjaw - don’t let it grab you.
    • Hellspawn - you think you are safe in your dropship?
  • Music & FX


This milestone introduces new monster types and the progression system which seamlessly connects both skirmish and campaign modes. Dynamic difficulty scaling for games with fewer players is also part of this update.


[h3]Milestone 3[/h3]
  • Public campaign Demo/Open Beta.
    • A new public demo will happen before the final release and include the campaign features.
  • Additional integration(streamers, photo mode etc.)

Time to test what we made, fully playable campaign in it's alpha stage with exploration, stealth and survival mission types available.

[h3]Milestone 4[/h3]
  • Tweaking and polishing
  • Languages: English, German, Russian, Chinese, French...


During the final stage additional language support is going to be added as well as improvements to the game balance and optimization.

Hope you like our roadmap! Things can change over the course of the development and not every detail is mentioned here but we are going to post updates and make big announcements as we reach each milestone.


Stay frosty marines!
Ironward