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David Maletz  [developer] Aug 11, 2018 @ 2:04pm
Early Access Roadmap
Development can be unpredictable, so this is subject to change, but we plan to post one update a month. Here's a list of the updates we are planning and tentative dates for each one:

  1. Spacefaring (end of December 2018) - This adds interplanetary travel and events, and adds missing functionality to the spaceships (but not new planets). - 1.5.5
  2. Science Path to End (end of May 2019) - The entire questline/planets up to (but not including) the ending for the Science Path. - 1.7.0
  3. Magic Path End (end of July 2019) - The entire questline/planets up to (but not including) the ending for the Magic Path. - 1.8.0
  4. Endings (end of August 2019) - the actual endings for the Science and Magic paths. - 1.8.2, 1.8.3 added additional elements and post game content.
  5. Reward Planets & NPCs - There are 2 backer planets, and 4 backer NPCs that will be added to the game at this point. - 1.8.6 and 1.8.9 for the two planets.
  6. Quality of Life Update (end of November 2019) - As we rush forward with cool content updates, there are always small things that slip through the gaps or suggested changes. There will be minor changes and improvements throughout development, but we'll do a lot of improvements after the endings are done. - 1.8.9
  7. Co-op Multiplayer (April 2020) - We reached the stretch goal for Co-op multiplayer from backers, so this will definitely be a thing! Complete quests, divide tasks and fight monsters with your friends! - 2.0.4
  8. Full Release (April 2020) - The full release will come alongside translations for the game! - 2.0.5
  9. Console Ports (2020) - Whitethorn Digital is working on the console ports and is confident that at least Switch will be ready mid 2020, with PS4 and XBox coming later.

Other things that we may add above or after the full release (not ordered):
  • Combined Path - Combining magic and science in hybrid ways, unlocking a new path and ending to the game.
  • Colony Update - Manage and upgrade your NPCs, and recruit more, turning Aground into a more fully fleshed colony sim!
  • Mobile Port - A lot of people have shown interest in being able to play Aground on their phone.
  • Defense Mode - As perhaps a side campaign or DLC, making it so that structures can fight and be destroyed by hordes of enemies in a tower-defense like minigame!
Last edited by David Maletz; Apr 18 @ 12:33pm
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Showing 1-15 of 149 comments
Unowninator Aug 11, 2018 @ 2:19pm 
Aww, I was hoping for the Magic path to be this month. Oh well, I'm sure I'll get something on my birthday to keep me occupied until then, so no worries.

Originally posted by David Maletz:
  • Defense Mode - As perhaps a side campaign or DLC, making it so that structures can fight and be destroyed by hordes of enemies in a tower-defense like minigame!
Are you saying that enemies will be able to destroy my fences and buildings that I've worked on? Because if so:
https://www.youtube.com/watch?v=umDr0mPuyQc
David Maletz  [developer] Aug 11, 2018 @ 3:10pm 
It'd be a separate mode, not in the main campaign (or perhaps a minigame on a specific planet, not the starting planet). I won't destroy all your buildings in the main campaign :P .
Unowninator Aug 11, 2018 @ 3:21pm 
Originally posted by David Maletz:
It'd be a separate mode, not in the main campaign (or perhaps a minigame on a specific planet, not the starting planet). I won't destroy all your buildings in the main campaign :P .
Oh thank god.
augytek Aug 11, 2018 @ 5:30pm 
Check out my suggesstion in the Post your idea's thread and consider making a pinned subject for that, and bugs, and troubleshooting and the like. Your game is growing, gotta grow the forums with it!
David Maletz  [developer] Aug 11, 2018 @ 8:11pm 
That's a good idea - I'll pin the ITT: Post your ideas thread - it seems to already be getting a lot of attention. For bugs/troubleshooting, I think it's better to keep them in separate threads, that way it's easier to search for them and I can mark a comment as an answer.
augytek Aug 12, 2018 @ 1:37am 
Hehe sorry I meant one for each, I re read and guess I didn't exactly specify verbally LOL. Sometimes I type too fast for my own good.
swordfish Aug 18, 2018 @ 1:38am 
Anyway to let us decide where to place the buildings we build/expand with? I know there are the work benches etc, but it would be nice to have a more flexiable way to place and move buildings ( once built ) incase theya re slightly off for our build.
David Maletz  [developer] Aug 18, 2018 @ 9:28am 
Once you get Blueprints (you'll probably get your first around Sunset Haven), you can place and dismantle buildings where you want them.
Unowninator Aug 18, 2018 @ 8:35pm 
You said the magic path will be possible by using the Boring Machine on deeper tiles, right? Will the boring machine need an upgrade, or will it just magically (pun not intended) get stronger?
David Maletz  [developer] Aug 18, 2018 @ 9:28pm 
The tiles will magically get weaker - I intentionally increased it to stop the boring machine from mining them until I add the stuff underground there I want to.
Unowninator Aug 18, 2018 @ 9:38pm 
Originally posted by David Maletz:
The tiles will magically get weaker - I intentionally increased it to stop the boring machine from mining them until I add the stuff underground there I want to.
Huh, how curious. You added stuff underground before (ie, 2 Mirrow Caves, kongkave, and I think a few on the 1st Island).
David Maletz  [developer] Aug 19, 2018 @ 9:08am 
Yes, I have, but that's actually a good example of why I want to wait - when I added the underground caves to the starting island, people who had already mined out the world got the caves, but not the carved stone tiles that helped you find the caves because those tiles were already edited. It's not a big deal (and I know some people have already cheated to mine those tiles), but it's better if the area is untouched when I add stuff to it.
Unowninator Aug 19, 2018 @ 9:22am 
Originally posted by David Maletz:
Yes, I have, but that's actually a good example of why I want to wait - when I added the underground caves to the starting island, people who had already mined out the world got the caves, but not the carved stone tiles that helped you find the caves because those tiles were already edited. It's not a big deal (and I know some people have already cheated to mine those tiles), but it's better if the area is untouched when I add stuff to it.
Okay, thanks.
Unowninator Aug 19, 2018 @ 2:59pm 
Originally posted by David Maletz:
The tiles will magically get weaker - I intentionally increased it to stop the boring machine from mining them until I add the stuff underground there I want to.
Will you be able to reach such stuff before meeting the Old One? Or will the tiles stay strong until you/the alchemist fight it?
David Maletz  [developer] Aug 19, 2018 @ 5:02pm 
If you do the science path first, you'll be able to mine them before meeting the old one, but the magic drill that'll get through them is after old one only.
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Aground > General Discussions > Topic Details