First Class Trouble a look at the road ahead!

[h3]Hello residents - this is your captain speaking…
[/h3]We got an announcement to make. We are absolutely thrilled to finally be able to share with you our new officiel roadmap! We have been working on First Class Trouble for a few years now. But a lot has happened during the last few months, and with Versus Evil publishing First Class Trouble, we are now able to focus fully on the journey ahead.
If you stick around we will take you through it and explain how we intend to use the roadmap to keep you all updated on our development.
[h3]How to read the map.
[/h3]The roadmap is our current charted course, and it should allow you to see where we are heading. As with with every journey, challenges may lie ahead. Astroid belts, black holes, engine failure or crazy AI are not uncommon - both in space travel and game development. So changes may occur, as we try to navigate our way to the stars.
When a change occurs, we will try to share information with you guys as early as possible (and we can only share what we know at that point). We are very agile and change plans on the spot if we think it is the right thing to do. At the same time we want to listen to our community and changes may arise, due to your input. There are also things that we might not share right away, but we will share any changes with you as soon as possible and when we are confident that the change is the right thing to do.
If you want to get into more detail about the specific features visit our detailed and living roadmap here:
Living detailed roadmap

So some features are still not scoped, others are prioritised over others. So it will be until the game is launched. When we sit down to decide what to include in an update, it tends to be healthy mix of reading and analysing your feedback, as well as listening to our own wishes and desires. Luckily those things tend to pretty much align across the board, which is a very good sign for us. It's our goal to never overpromise on something we can't deliver with our limited manpower, and when we do things we want to do them properly, in the way that fits the game best.
We are passionate game developers , and it’s important to us that you have a great flight and a good experience aboard First Class Trouble.

[h3]One giant step for FCT, one small step on the way.[/h3]
As you may notice from the roadmap, Early Access is around the corner. The exact launch date is still preliminary, but we are quickly closing in on a version that we feel has most of the features and content we ourselves would expect from an Early Access game. Core is a new improved matchmaking backend and front end, which will make it a smooth ride to find people to play with. Furthermore, profiles and character customisation will allow you to build a character and level it up. We will get more specific on what to expect from our Early access very soon. But it is nonetheless a giant step for us, but in no way the last step we take on this journey.
[h3]The great beyond… update 13 and on…
[/h3]Right now we are focused on getting this heavy rocket off the ground and getting the journey started. But what about what lies ahead - you ask? To answer that question in short; First Class Trouble will be a living game.

We will continue to add content at a regular pace, and will also make bigger updates with a lot more content - specifically themed for holidays or yearly seasonal changes.
We will get into more detail about this in the coming months and looking forward to sharing our first thoughts on this.
Join our Discord (Join our Discord) if you want to talk to us about the roadmap or have ideas for the game.
With love,
On behalf of the entire on-board crew






