Showing 23 of 23 roadmap items.
Bug Testing Phase
Crime Empire
Phase A · Now: fixes and easy wins
Gang hideouts each offer their own mission
Capturing different hideouts gives a gang different work: weapon-part runs at one, a drug convoy at another, a laundering desk that shows its fee up front, and smuggling runs that pay bank cash plus a common schematic. Capture, passive income and the gang perk shop stay as they are.
1 of 1 pieces testing or built
100%
Bug Testing Phase
Living City Events
Phase A · Now: fixes and easy wins
More events when the server is quiet
Convoys, plane crashes and the patrol helicopter start with fewer players online, so a small crew can still reach a fight worth having. Every event keeps its rules, loot and map markers.
1 of 1 pieces testing or built
100%
Bug Testing Phase
Crime Empire
Phase A · Now: fixes and easy wins
Crime pays schematics and cases
Finishing a hideout weapon convoy earns a common schematic, taking down the police convoy earns each rebel an uncommon one, and an officer who makes an arrest earns a Daily Schematic Case. The rare tiers stay a roll inside the case.
1 of 1 pieces testing or built
100%
Bug Testing Phase
Guides and Teaching
Phase A · Now: fixes and easy wins
Item help you can read again
Item facts that today flash once as a pickup notice become a readable Items section in the laptop, and every custom recipe gets a one-line description with an info button.
1 of 1 pieces testing or built
100%
Bug Testing Phase
Lazarus Pass and Daily Play
Phase A · Now: fixes and easy wins
A reason to come back on day two
Every daily quest category has a task a new player can finish in one sitting, the day-two login streak pays a schematic piece you keep, and property owners get a heads-up before their rent runs out.
1 of 1 pieces testing or built
100%
In Development
Guides and Teaching
Phase A · Now: fixes and easy wins
First Shift: the city teaches you as you go
New players are pointed at the Jobs Department the moment they wake up, earn a first payout within minutes, then meet the ATM, phone and property lessons in order. A guided four-step first session in the laptop pays bank cash and a starter schematic for each step.
1 of 2 pieces testing or built
50%
Bug Testing Phase
Career and Business
Phase A · Now: fixes and easy wins
One mission list on the Outpost contract board
Jobs, gang work and city events can all count toward the same Outpost contracts you already see on the shop board, and claiming a contract also earns Lazarus Pass XP.
1 of 1 pieces testing or built
100%
Planning
Police and Civic Response
Phase A · Now: fixes and easy wins
Police get a live call feed
Every on-duty officer sees a map marker and a notice the moment a crime happens, can open a Calls tab sorted by distance, earns a first-on-scene bonus, and gets police tasks that count real arrests instead of standing in a patrol zone.
0 of 1 pieces testing or built
0%
In Development
Fixes
Phase A · Now: fixes and easy wins
Bug fixes and catching Life up with Original
A batch of confirmed bugs gets fixed, and the systems the two gamemodes share are brought up to the newer Original versions so Life gets the same improvements.
1 of 3 pieces testing or built
33%
Planning
Seasons
Phase B · Next: built for long seasons
Long seasons: what you build survives the monthly map reset
A season runs about two months. The monthly map reset, the Cleanout, clears stockpiles and deployables, but your bank, home and paid rent, garage, gang, Lazarus Pass, perks and job levels survive. Every season opens with a fresh map and a land rush for every home.
0 of 1 pieces testing or built
0%
Planning
Economy and Dirty Cash
Phase B · Next: built for long seasons
Season money that has somewhere to go
Prepay up to a week of rent, dealers whose prices recover over time, a City Broker that turns season cash into schematics you keep, a daily case for redemption points, and a 72-hour catch-up for every new arrival.
0 of 1 pieces testing or built
0%
Planning
Seasons
Phase B · Next: built for long seasons
Every Thursday is a beat
A fresh login streak and new weekly quests every Thursday, a wipe countdown that is actually right, home-buyer guides that explain the season rules, and a season finale with prizes that survive the wipe.
0 of 1 pieces testing or built
0%
Planning
Economy and Dirty Cash
Phase B · Next: built for long seasons
Dirty Cash and laundering
Money from crime becomes a distinct Dirty Cash that has to be laundered through businesses, dealers or a gang desk before it is safe to bank, with fees and heat along the way.
Planning
Career and Business
Phase B · Next: built for long seasons
Schematics that unlock recipes
Learning a schematic can unlock what you are able to craft instead of only handing out items, so the schematic ladder becomes the way to grow what you can build.
Planning
Crime Empire
Phase C · Then: new ways to play
Crime Empire operations
New crime built from what the city already has: a chop shop for stolen vehicles, drug production that counts as a crime, smuggling routes and lockpicking that can go wrong. Later come bank heists, labs and hideout operations.
Planning
Police and Civic Response
Phase C · Then: new ways to play
Civic response even with no police online
A minimal response when no officer is on duty: wanted players can still be intervened on and arrested, medics get paid work and a reusable defibrillator, and police rank tools become real equipment. Smarter police squads follow later.
Planning
Career and Business
Phase C · Then: new ways to play
Career and business progression
Master a profession, improve your tools, take work orders and grow a business into an operation you can delegate to workers.
Planning
Property
Phase C · Then: new ways to play
Property progression
Homes and businesses gain upgrades, modules and operations worth defending. Business takeovers with a contested hold arrive first.
Planning
Vehicles
Phase C · Then: new ways to play
Vehicles as your first big purchase
A vehicle you can afford in your first hour, with a garage that keeps it for the whole season.
Planning
Guides and Teaching
Phase C · Then: new ways to play
Guides, item help and custom audio
Every new mechanic ships with its own guide, a first-pickup description and voiced lines, and the older guides are brought up to date.
Planning
Living City Events
Phase D · Later: deep systems
A living city that creates its own incidents
Missions and incidents that appear from what the city needs, with demand that changes and consequences you can see, plus headline events that open and close each season.
Planning
Property
Phase D · Later: deep systems
Property takeovers and the city endgame
Every home can only be bought once per season. After that it must be won through a declared takeover with a defender window, contested control and a fair settlement for both sides.
Planning
Prison
Phase D · Later: deep systems
Prison overhaul
Prison gets its own life: sentences that feel fair to serve, activities, contraband, escapes and riots.
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