In-game
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
Terrestrial v0.6

Roadmap

What’s in the game, what we’re working toward, and the ideas on the table. No dates, and a picture of a feature isn’t a promise of one. What actually shipped, week by week, is in the changelog.

Now

In the game today

In the game
The city and its islands
A coastal city with working power, street lighting, townsfolk with jobs and shifts, a drawbridge, a marina, a skate park — and islands you reach by boat.
In the game
Living off the land
Farming on soil that differs patch by patch, hunting, fishing, mining, cooking — with hunger, warmth and stamina that matter.
In the game
Multiplayer on dedicated servers
Pick a server, each one a whole named world. Proximity voice chat, and a character that persists on its world.
In the game
Generated worlds
Every server grows its own archipelago from its own seed. Same game, different map.
In the game
Steam playtests
Builds go out through a private Steam playtest branch, with invites through the Discord.
Next

What we’re working toward

All of these come from our own design notes, pictured to show the intent. Some are close, some are far out — none have dates.

A road running unbroken from the city into open country
Bigger worlds
One continuous world holding hundreds of players, with no loading screens inside it.
A monitoring station on a headland over the archipelago
The world health station
Somewhere you go to read how the land, water and wildlife are doing.
Loading crates into the back of a pickup
Vehicle cargo
Trunks and boots that carry things, so a pickup can haul a harvest home.
A small boat trawling a bay
Deeper fishing
Skill to the catch, trawling from a boat, and waters that can be fished out.
A craft in progress on a workbench, left to run
Recipe discovery
Crafts you find out about rather than being told, and some that take their time.
Two players trading hand to hand
Trading hand to hand
Giving or selling something directly to another player, both of you agreeing.
A root cellar stocked with fresh produce
Root cellars
Somewhere cool to keep the harvest fresh.
Rain sheeting off a roof while the room below stays dry
Shelter that matters
Storms you can actually get out of — roofs and rooms that keep the weather off.
Townsfolk gathered around a civic notice
Town policy
The town deciding things together — and the world responding to it.
A predator watching a herd from the treeline
A fuller food chain
Predators, prey, and land that supports only what it can carry.
A draft animal ploughing a small field
Draft animals
Field work behind an animal you look after.
Shared irrigation running between leased plots
Farming together
Leased plots, shared waterworks, and farms run by more than one pair of hands.
A dug pit in wilderness ground
Digging
Ground you can actually dig into, out in the wilderness.
A skater grinding a rail on a player-built course
More to skate
Deeper tricks and lines players build themselves.
Specialised containers being packed
Better carrying
Specialised containers and packs that grow with you.
A town square dressed for a harvest festival
Town traditions
Seasonal festivals worth showing up for, tied to what the land produced.
Maybe

Ideas on the table

Not scheduled and not promised — directions we like the look of and want to talk about with the community.

A rented home with a furnished porch
A place of your own
Renting a home in town and making it yours.
Players improving a public square together
Public works
Pooling resources to improve the town for everyone.
A boat towing another out of rough weather
Coastal rescue
Going out in bad weather to bring someone back in.
A courier bike leaning outside a shop
Bikes
Owning one, fixing it, and delivering things on it.
A small café with plates going out
Player-run cafés
Small food businesses connecting farmers, fishers and cooks.
A small ferry crossing between islands
Ferry routes
Players running scheduled passenger and freight crossings.
A volunteer crew working a fire line
Wildfire crews
Preventing, fighting and recovering from fires together.
A field team studying something strange in the wild
Expeditions
Heading into the wild to study what the world is doing.
Ground rules

How we build

Standing
No meters on screen
The world shows its own state — thinning trees, failing crops, murky water. There is no ecology score on the HUD, and there won’t be.
Standing
The city is the townsfolk’s
Players build outside town, and the game enforces it.
Standing
We only announce what exists
The store page, this site and the changelog are written against the actual build. Everything else lives on this page, clearly marked.
Feedback
Tell us what to build first
The order isn’t fixed. If something on this page matters to you, say so in the Discord.