Roadmap Public · Live
Updated 27 · 04 · 2026
Studio · Cadence

What's next,
on the record.

v0.1
Monthly drops

One themed feature drop a month — system, district, mechanic. Public roadmap, named credits, build hash on the loading screen. No mystery hotfixes.

00How it works

Three rhythms. One drop, fixes between, a quarterly look back.

Monthly

Themed drop

One named feature theme per month — a system, a district, a job tree. Patch notes published the same day, with build hash and credit line.

Weekly

Bug-fix patches

Small fixes shipped as needed between drops. No silent hotfixes. Every change goes in the changelog before it goes on the server.

Quarterly

Public retrospective

What shipped, what didn't, what changed about the plan. Published as a post; the roadmap is rewritten in the open.

01Drops

The next four months. Order may shift; no drop ships unless it's ready.

This month Apr 2026

Heists & missions

The first proper crime loop. Multi-stage heists with planning phases, role-based crew slots, and PD response that scales with the score. Mission framework underneath so future drops can plug new jobs in without re-building the wheel.

  • Heist framework
  • Crew roles
  • Planning phase
  • PD response scaling
  • Mission system
Shipping
Next May 2026

Model uplift

A pass over player and NPC models — better proportions, better materials, cleaner LODs. The city should look like a place people live, not a placeholder. Outfit slots and customisation get the same treatment.

  • Player model rework
  • NPC model pass
  • Material & LOD cleanup
  • Outfit slots
  • Customisation UI
Next up
+2 Jun 2026

New map & gameplay uplift

The biggest drop on the slate. A new map purpose-built for the systems Onyx is shipping — districts that actually serve roleplay, sightlines that work for both PD and crews, interiors that exist before launch. Gameplay tuning across the board to match.

  • New CityRP map
  • District pass
  • Interior coverage
  • Combat & movement tuning
  • Spawn & flow rework
Queued
+3 Jul 2026

Deeper player-based economy

Players become the economy. Crafting chains that need raw materials someone else gathered, businesses that need staff, supply lines that can be disrupted. The point: an active server should make money move whether the studio is online or not.

  • Crafting chains
  • Player-run businesses
  • Supply & demand
  • Trade & markets
  • Staff & payroll
Queued
Shipping now Next up — locked Queued — order may change
02Want input?

Roadmap discussion lives on Discord.

Suggestions, complaints, "this ordering is wrong" — bring it. The roadmap is steered in public, not in DMs. Regulars get a louder vote than first-timers, but every reasonable note gets read.

Join the Discord