Roadmap

What we are currently developing
Q4 2018
Private Alpha
Tasks in development for private alpha, this will also include task being updated from our prototype phase.
Testing
Ready
Player Camera System
Allowing the player to toggle between first person and third person view depending on their play style

Player ADS
ADS for third person and first person

Camera effects
Player focus and DOF when moving
Development
Testing
Improved Zombie NPCs - Part 1
Rebuild Zombie AI for more custom control and multiple behaviours

Horde behaviour
Wanderers will be aware of each other and may sometimes pack together while roaming Eden-Nadir

Lemming behaviour
Zombie AI will follow players off cliffs or building tops causing them to ragdoll from heights and then get up when they hit the bottom. Zombies will also walk off cliffs and building tops to reach players if 'aggroed' by them

Fire / Berserker behaviour
Zombie AI now react differently to fire. Fire will cause the AI to go into berserker behaviour, chasing the nearest player at speed before they eventually collape to the floor
Development
Testing
Improved Wildlife NPCs - Part 1
Rebuild Wildlife AI for more custom control and multiple behaviours

Sleep
Wildlife AI will rest during specific times of the day depending on their species

Roam Territory
Wildlife AI will patrol their territory, foraging and hunting

Hunting other animals
Wildlife AI, specifically bears and other carnivores will hunt deer and small animals
Testing
Ready
Game Hint Display
When players first encounter interactable items, buildings, cars, containers, etc. game hints will display to instruct players how to complete tasks using the object
Testing
Ready
Player Building System (PBS) - Part 1
Improve building system to allow players more flexibility. This will be version 2.0 of the PBS

Player Building UI
A building menu which allows players to select building items from categories and to pre-craft items to be placed from the inventory

Add defensive items
Patrollable defensive wall with advantage points and balconies

PBS Part removal
Using the player building menu, owner-players can remove building parts, receiving materials for this deconstructed part

More foundation control
Foundations can now be raised and lowered before being placed
Testing
Ready
Pistol Firearms - Part 1
Firearm implementation and ammo types

AP85
Recoil: 1/5
Magazine size: 17+1
Calibre: 9mm Para
Fire Modes: Semi-auto
Fire rate: n/a

Effective range: 25m-
Weight: 1.12 kg (All Weights are of Empty Mag)
Shiny trigger compared to gun. Skeleton hammer. No rear sight. Red dot at end of barrel. Competition ready pistol. CZ75 has many variants, very customizable.

Hunter85
Recoil: 2/5
Magazine size: 7+1
Calibre: .45ACP
Fire mode: Semi-Auto
Fire rate: 20-30 rpm
Effective range: 50m
Weight: 1.105kg
Standard issue for the US military from 1911 to the mid-1980s when it was replaced by the Beretta 92S-1.

Eder22
Recoil: 2/5
Magazine size: 15+1
Calibre: .40, 10mm
Fire Mode: Semi-Auto
Fire rate: n/a
Effective range: 50m
Weight: 650g
Standard law enforcement side arm. .40 was designed from the ground up as a law enforcement weapon. Reversable safety. Can be retrofitted to chamber 9mm. Lightweight. Polymer build. Reduced recoil compared to other Glocks.

M9
Recoil: 1/5
Magazine Size: 15+1
Calibre: 9mm Para
Fire mode: Semi-Auto
Fire rate: n/a
Effective range: 50m
Weight: 970g
The standard issue side arm of the United States Military, as well as many police forces all over the world. The M9A1 can be chambered to fire different calibres including .40, at a reduced ammo capacity in standard magazines.

P350
Recoil: 1/5
Magazine Size: 15+1
Calibre: 9mm Para
Fire mode: Semi-Auto
Fire rate: n/a
Effective range: n/a
Weight: 964g
Used by the Navy Seals, enough said. Can be chambered for several calibres, including .40, 9mm, 357 SIG

P250 PT8 Alaris
Recoil: 1/5
Magazine Size: 15+1
Calibre: 9mm Para
Fire mode: Semi-Auto
Fire rate: n/a
Effective range: 50m
Weight: 785g
Beretta have an extensive knowledge of crafting side arms for law enforcement and the PX4 proves this. Can be chambered for .40, .45, 9mm

Gruber
Recoil: 0/5
Magazine Size: 20. Varied Mag cap.
Calibre: .22
Fire mode: Semi-Auto
Fire rate: n/a
Effective range: 40m
Weight: 880g
The ‘upgraded’ Mk4 was recalled due to issues with the trigger and safety, best to stick with the MK3. Small calibre pistol.
Testing
Sub-Machine Firearms
Firearm implementation and ammo types

CX8
Recoil: 1/5
Magazine size: 15+1 (92 mag) 30+1 extended
Calibre: 9mm Para
Fire mode: Semi-Auto
Fire rate: 30-90 rpm
Effective range: 100m
Weight: 2.575kg
Uses the same magazine as the Beretta m92f. Blow back operated. Can be chambered for .45ACP. pistol carbine.

MP5
Recoil: 1/5 single, 3/5 auto
Magazine Size: 30+1
Calibre: 9mm Para
Fire mode: Semi-Auto, two Round Burst, Full-Auto
Fire rate: 800 rpm
Effective range: 200m
Weight: 3.1kg
The most widely used submachine gun in the world, used by bodyguards, police, SWAT and many other organisations. There are hundreds of variations of this firearm, each with varying features. Can also be chambered for 10mm and .40.

P90
Recoil: 1/5 single, 4/5
Magazine Size: 50+1
Calibre: FN 5.7x28mm
Fire mode: Semi-Auto, Full-Auto
Fire rate: 900rpm
Effective range: 200m
Weight: 2.85
Carbine, bullpup firearm. Commissioned by NATO to replace 9mm side arms. Highly customisable. Used by secret service and various NATO teams. Used by defence teams. Civilian version has no full auto and does not have a short barrel.

UMP
Recoil: 2/5
Magazine Size: 30+1
Calibre: 9mm Para
Fire mode: Semi-Auto, Three Round burst, Full-Auto
Fire rate: 600-650 rpm
Effective range: 100m
Weight: 2.3kg
Blowback sub machine gun. The successor to the MP5. Like many pistols the UMP can be chambered for varying calibres.
Testing
Ready
AR Firearms
Firearm implementation and ammo types

AKM
Recoil: 4/5
Magazine Size: 30+1
Calibre: 7.62
Fire Modes: Semi-Auto, Full-Auto
Rate of fire: Full-Auto 100 rds/min
Effective range: 350 meters
Weight: 3.1 kg
A modern version of the AK-47. Improved recoil. Large calibre round. Heavier weapon than rifles that use 5.56. Gas Operated, rotating bolt. Bolt does not stay back when empty.

MK18
Recoil: 3/5
Magazine size: 30+1
Calibre: 5.56
Fire mode: Semi-Auto, Full-Auto
Fire Rate: 700-950 rpm
Effective range: 500m
Weight: 2.72 kg
Military Spec. MK18 smaller barrel length 10.3”. Grenade launcher attachment. Built for close quarters combat. Acog scope as standard. Gas operated, rotating bolt.

M16
Recoil: 3/5 single, 4/5 burst
Magazine Size: 30+1
Calibre: 5.56mm
Fire mode: Semi-Auto, Three round bursts
Fire rate: 700-950 rpm
Effective range: 550m
Weight: 2.89kg
Adopted during the Vietnam war by the US military to replace the M14 rifle. Since then it has gone through many variations and due to it being a highly adaptable fire arm, it is still in use today.

M4A1
Recoil: 3/5 single, 4/5 burst
Magazine Size: 30+1
Calibre: 5.56mm
Fire mode: Semi-Auto, Three round bursts
Fire rate: 700-950 rpm
Effective range: 550m
Weight: 2.89kg
Adopted during the Vietnam war by the US military to replace the M14 rifle. Since then it has gone through many variations and due to it being a highly adaptable fire arm, it is still in use today.
Development
Testing
Improved Crafting System
A crafting system that involves the player more without being so in depth that it becomes excessively complicated

UI to Virtual World System
Player required to drag the required crafting resources into the crafting area before crafting

Skinning (Customisation)
Player will be able to customise their crafting area (s) with skins and colour selection

Craft and place
Placing the item and placing it directly where the visual representation is displayed
Planned
Resource Harvesting - Part 1
Players can harvest from trees, rocks, damaged scrap piles

Tree harvesting

Rock & mineral harvesting

Trash Harvesting

Sticks and leaves harvesting
Testing
Ready
Season and weather system
In-game yearly cycle allowing for seasons that affect the world, weather types and AI systems

Spring
Temperature and aesthetic variations

Summer
Allowing for increased temperature, also affecting the local NPCs, wildlife and Zombie hybrids

Autumn
Temperature and aesthetic variations

Winter
Allowing for snow fall and decreased temperature, also affecting the local NPCs, wildlife and Zombie hybrids
Development
Testing
Swimming - Part 1
Players will be able to swim in lakes oceans and rivers, also being able to dive to the depths to search for items and loot.

Development
Ready
Advanced Amy Character model - Part 1
From our new concept of a younger Amy model, with a bunch of amazing new features. This will lead the path for all other protagonist character models being added to the game.

Facial Morphs
Allowing for full face animations and expressions.

Softbody physics
Simulate physics on softbody elements, for example movement in pectorals when character moves
Q4 2018 / Q1 2019
Public Alpha
Also known as our "Website Exclusive Early Access", tasks being developed for and during our public alpha.
Planned
Improved Zombie NPCs - Part 2
Rebuild Zombie AI for more custom control and multiple behaviours

Season Speed Affect
Zombie AI are now affected by seasons, moving slowly in the winter and faster and more aggressively in warmer months

Reach for player on obstruction
Zombies to not walk on the spot when trying to reach the player when obstructed. Zombie AI will play specific animations when 'aggroed' by the player but are unable to reach them
Development
Testing
Improved Enemy NPCs
Rebuild Enemy AI for more custom control and multiple behaviours

Firearm Cover System
Human Enemy AI will seek cover before attacking players with firearms and seek new cover if their current cover is compromised

Vocal Reactions
Human Enemy AI will shout out and communicate with one another vocally

Patrol & workspace system
Human Enemy AI will patrol areas and visit work stations to complete tasks

New Weapon system
Human Enemy AI will use the new player weapon system
Planned
Improved Wildlife NPCs - Part 2
Rebuild Wildlife AI for more custom control and multiple behaviours

Search for food
Wildlife AI, specifically foxes and scavenging animal breeds will search garbage bags and bins for food
Planned
Player Building System (PBS) - Part 2
Improve building system to allow players more flexibility. This will be version 2.0 of the PBS

Wondering horde attacks
Building your own base will encourage wandering hordes to attack at random intervals

Damage system
Building parts will take damage
Planned
Pistol Firearms - Part 2
Firearm implementation and ammo types

Revolver
Recoil: 4/5
Clip Size: 6
Calibre: 44 Magnum
Fire mode: Single Shot
Fire rate: n/a
Effective range: n/a
Weight: 1.5kg
The hammer needs to be cocked after each shot.
Planned
Shotgun Firearms
Firearm implementation and ammo types

590A1
Recoil: 5/5
Magazine Size: 8+1Internal Tube
Calibre: 12-gauge, 20-gauge, .410 bore. Buckshot and Slugs calibre.
Fire Modes: Single shot, pump action
Effective range: 40m
Weight: 3.4 kg
A1 Military Version. Safety is where iron sight would normally be. Has a bayonet attachment. No sights as stock. Buckshot is pellet like ammo. Slugs are a solid meal piece. If emptied, needs pumped on reload.

DT22
Recoil: 4/5
Magazine size: 2. Vertical chambers.
Calibre: 12-gauge
Fire mode: double barrel, single shot.
Fire rate: n/a
Effective range: 50m approx.
Weight: 3.70kg
Double barrel shotgun. Clay pigeon shooting. Styled shooting weapon. Used in competitions. Sporting tool.

FAB
Recoil: 5/5
Magazine size: 5+1
Calibre: 12-gauge
Fire mode: Semi-Auto
Fire rate: n/a
Effective range: n/a
Weight: n/a
Short barrel shotgun. Semi auto. Large heat shield on barrel.

M4
Recoil: 5/5
Magazine size: 5+1 civ 7+1 military
Calibre: 12-gauge
Fire mode: Semi-Auto
Fire Rate: n/a
Effective range: 50m
Weight: 3.82kg
Like many fire arms the civilian and military models have different capacity magazines.
Planned
Resource Harvesting - Part 2
Players can harvest from damaged vehicles and animals

Damaged vehicle harvesting

Animal (meat and skin) harvesting
Planned
Advanced Firearms (Attachments)
Placing attachments on weapons to improve performance and accuracy
Planned
Safe Zone Trading
A safe place to trade with NPCs and players via trade units within safe zones for "Bucks" or resources
Planned
Advanced Crafting
Using a number of workstations for crafting armour, weapons, upgrades, tools etc.
Planned
Advanced Combat
Melee combination moves and enemy finishing moves
Planned
Player Structure Armour/Camouflage (PBS)
Player Building System (PBS) can have armoured layers, camouflage layers and camouflage nets placed ontop of walls, foundations and so on to protect and disguise, player structures.
Planned
Player Vaulting
Players will be able to vault and climb platforms, fences and so on
Planned
Push Object System
Players will be able to tactically move items around, like trash bins, book shelves, sofas in buildings and so on
Planned
Multiple Vehicles
A wider variety of vehicles
Planned
Vehicle Repairs
Refurbishment of damaged vehicles
Planned
Vehicle Armour
Reinforcement of vehicles
Planned
Vehicle Upgrades
Improvement of vehicles
Planned
Multiple Boats
A wider variety of boat types
Planned
Horse Riding
Travel on horseback
Planned
Horseback Combat
Fight on horseback
Planned
Drone Vehicles
Remote controlled drones for exploration
Planned
Multiple Aircraft
A variety of usable aircraft
Planned
Premises purchasing
Players will be able to purchase properties within safe zones using in-game currency known as "Bucks". This will give the player a location to work from, upgrade, spawn at and store items, making the player's gear untouchable to other players in multiplayer games
Development
Discoverable Lore
Scenes made up to deliver the player lore about the history of the island, it's inhabitants and small stories and paths characters from the game have taken, revealing locations and hidden items
Planned
Interactive NPC's
Human NPCs with whom you can initiate dialogue
Development
Side Quests
Quests that are not fundamental to the progression of the storyline
Development
Online Co-Operative
Host a game with 3 other players
Development
Online Multiplayer
Play on a server with other players
Development
Storyline and Story Quests
The main storyline of the game and the quests that you have to complete in order to progress the story
Development
World Events
Spontaneous events that affect all players on the island. These occur when certain criteria are met and all players can choose to take part
Development
Special Infected NPCs
Description being updated by development team!
Planned
Swimming - Part 2
Diving into water from heights will less likely damage the player when hitting the water surface and also makes to player a smaller target when entering the water at speed.
Development
Protagonist Motion Capture Animations
Using our in-house MoCap system and the help of our animation model Izzy. We will bring female and male characters to life with realistic animations.
Development
Testing
Advanced Amy Character model - Part 2
From our new concept of a younger Amy model, with a bunch of amazing new features. This will lead the path for all other protagonist character models being added to the game.

Character Aging
Pushing a character too much without regular food , water and healthcare will cause the character to age and not perform as well, with reduced cardio abilities and energy.

Blood system
Visually displaying blood from combat on the character over time, allow the player to wash the character to avoid infection and illness.

Camouflage system
Visually displaying mud camouflage on the characters body and face to reduce detection from players and the dead.

Sweat System
Visually displaying sweat on the characters body and face, allow the player to wash the character to avoid detection from players and the dead.
Planned
Character Creation and customisation.
[This will be a multiplayer feature only]
On the character selection screen, players will be able to create a custom look to their character.

Gender

Hair

Facial features

Body shape

Height / Size
2019 / 2020
Full Release
Tasks that will be complete before we release the full version of the game to the steam store.
Planned
Advanced Player Skills
Additional skills to allow more in depth and specific character development
Planned
Advanced Building System
Intergrating both the Player Building System (PBS) and Prefab Claiming System. Allowing players to build custom upgrades to prefabricated buildings.
Manufacture sections of a building or piece of furniture to enable quick assembly on site. - "prefabricated homes"
Planned
Facial Animations
Using our new facial rig and morph target animated system to animate expressions and speech
Planned
Companion NPCs
None playable characters, that will be able to assist players on quests as well as receive commands from the player.

Human companions

K9 companions
Planned
Play as the Dead
Players K.I.A will be able to seek revenge as the dead & special infected to receive bonus items & XP, until they choose to respawn or are killed.
Planned
Re-Release Prototype as FREE Demo
Rebuilding mechanics from the alpha to the prototype in order to release as a free public download on steam as a demo.
Planned
Story & UI Localisation
Adding multiple languages for character dialogue and UI elements, professional & community.

German
Professional Translation

Swedish
Professional Translation

French
Professional Translation

Dutch
Professional Translation

Hungarian
Community Translation
Translation from - WolfByte*
*Subject to change, no guarantee of translation

Brazilian Portuguese
Community Translation
Translation from - KHRO 100 HCHA*
*Subject to change, no guarantee of translation