// Development Dossier · Live Feed

The Roadmap

From concept to release. Seven stages. Three deep. Demo's nearly here.

// Stage 01 · Concept

The Idea That Wouldn't Die

DECLASSIFIED

The proof of concept. Was it fun? Did it look good? Yes and yes, that was the green light to build everything else.

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01.01
Original Prototype

Built a military compound blockout in Unreal Engine 5 to prove the concept actually works. Integrated ALS for third-person control. Built the prototype dollhouse camera. AIRLOCK stopped being an idea and started being a game.

ALS V4 dropped in. Custom dollhouse cam written from scratch. The military compound was throwaway, but proved the dual-view loop. The moment that build ran, AIRLOCK stopped being a pitch deck and became a project.

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// Stage 02 · Foundation

The World Built First

DECLASSIFIED

Documentation, lore, audio direction, visual identity. Locked before code touched it. Every system built since references this foundation.

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02.01
Documentation & Lore

Ashgate. The Altered (Feral, Familiars, Stalkers, Legion). The Settlers, 14 distinct classes. The post-war UGA. The Sonic War 300 years ago. The Legion reveal arc. Multi-airlock metro network.

Confluence dossier of every faction, every settler class, every place name, every story beat. The Sonic War. The collapse of the UGA. The Legion arc. Memory locked into a single source of truth before a single line of gameplay code went in.

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02.02
Audio Direction

TLOU + Days Gone reference lock. Hans Zimmer for the orchestral spine. "Calm Before The Storm" written and scored. Diegetic SFX rules. Submix routing. Sonic identity locked before any major audio shipped.

Reference docs locked: TLOU + TLOU Part II + Days Gone for SFX. Hans Zimmer's emotional register for score. 'Calm Before The Storm' written, scored, performed, the spine the trailer will eventually be cut to.

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02.03
UI Art Direction

After 20+ HUD variations across 10 style directions, the painted concept art aesthetic was locked. Cormorant Garamond. Permanent Marker labels. Brushstroke buttons. Ink-wash backings. Cream on near-black.

Twenty-plus HUD variations across ten distinct directions, side-by-side mockups, ruthless elimination. The painted concept-art aesthetic survived. Cream sumi-ink on near-black. Hand-made energy. Nothing else came close.

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CLEAR
02.04
Painted Icon Library

91 painted monochrome icons delivered. Survival bars, status effects, weapons, consumables, loot, HUD chrome, banners, structural frames, screen overlays, map pins, Settler activities, skill tree parents.

Ninety-one painted icons in a single sprite sheet. Cream monochrome masters. CSS-tinted at runtime. Survival bars, weapons, status effects, map pins, the whole UI vocabulary in one consistent painted hand.

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// Stage 03 · Pre-Production · Architecture

The Engine of Everything

DECLASSIFIED

The C++ backbone. Grid system, modules, AI, HUD, combat, mining, skills, MetaHumans, the Marv companion. Every system the game depends on.

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03.01
Grid System

GridManager in C++ from scratch. World-to-grid coordinate conversion, cell states, multi-floor support. The system everything else builds on top of.

GridManager from blank file. Multi-floor support designed in from day one. World-to-grid coordinate conversion. Cell occupancy tracking. The bedrock everything else stands on.

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03.02
Character

ALS taken apart and rebuilt for AIRLOCK. Custom movement feel, camera behaviour, transitions between underground and surface. One controller, two very different feels.

ALS V4 dismantled and rewired for AIRLOCK. Custom rotation modes. Stance changes. Crouch flow. The character feels heavy underground and alert above. Two worlds, one pawn.

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03.03
UI System

Full main menu system from scratch. Epilepsy warning, brightness calibration, press-any-key splash, all sub-screens and settings.

Main menu shell, settings, accessibility, brightness calibration, epilepsy warning, press-any-key splash. Every screen on the path from boot to gameplay built from the painted style guide.

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CLEAR
03.04
HUD System

In-game HUD: health, stamina, compass, status effects, notifications. Full inventory system, equip, fire, swap, drop, pick up. Items degrade.

Compass, vitals, status effects, notifications, weapon ammo, day-time clock, modular sub-widgets feeding off a single HUD State Component. Add a new screen, it just plugs in. No legacy spaghetti.

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03.05
Combat

Weapons you can equip, fire, and feel. Ranged + melee. Every weapon degrades. Ammunition is scarce. Combat designed to feel desperate, not heroic.

Weapons that degrade. Ammo that runs out. M4 Carbine, Glock, the demo loadout. Every shot is a trade. Combat designed to feel desperate, not heroic.

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CLEAR
03.06
Module System

Module system fully integrated. 14+ categories. Place, move, remove. Architecture mid-development transition from Blueprints to Level Instance modules, the speed-of-authoring unlock.

Ghost placement, snap-to-grid, collision check, neighbour-aware wall toggling, save/load round-trip. Then the big architectural pivot mid-flight: monolithic Blueprints out, Level Instance modules in. Speed of authoring x10.

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CLEAR
03.07
Horde System

Optimised horde, large numbers of The Altered without tanking performance. Spawn, detection, navigation, swarming. They hunt. They overwhelm. Daytime tense. Night deadly.

Days-Gone-style horde architecture. Hundreds of Altered chasing one player without tanking the framerate. Spawn manager, perception, navigation. They hunt. They overwhelm. Daytime tense, night deadly.

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03.08
Loot

Lootable items scattered through ruined buildings. Food, weapons, medicine, blueprints, raw materials. Every surface trip is a risk-reward calculation.

Cabinets. Drawers. Lockers. Every container a hand-stocked moment of risk-reward. Food, weapons, blueprints, raw materials. The reason every surface trip means something.

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03.09
MetaHuman

ALS mannequin replaced with a fully assembled MetaHuman. Realistic face, hair, skin, expressions. The foundation for cutscenes and characters you care about.

ALS mannequin retired. MetaHuman in. Real face, real hair, real subsurface scattering. The foundation for every cutscene moment that has to land emotionally, not just animations playing on a doll.

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CLEAR
03.10
Marv (Companion)

Marv follows you. Engages enemies. Sniffs out hidden loot. Reacts to danger. Sit system, full locomotion, pose rules. Personality. Moods. Memory.

Marv has moods. He sniffs. He sits. He chases. He has poses that lock when the player moves. He's not a turret on legs, he's a dog you start to worry about.

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CLEAR
03.11
Tier System

Five visual and functional tiers per module: Cave, Structured Cave, Brick + Wood, Concrete + Tile, Metal Sci-fi. Each upgrade visible and earned.

Cave → Structured Cave → Brick + Wood → Concrete + Tile → Metal Sci-Fi. Every upgrade re-skins a module visually and functionally. You see the progress when you walk past it.

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03.12
Mining & Interact

Universal Press-to-Interact framework. Doors, loot, NPCs, ore nodes, terminals. Platform-aware icons (KB / Xbox / PlayStation). Mining loop integrates with grid depth, deeper = rarer ores.

One framework for every interactable in the game. Press, hold, contextual prompt, platform-aware glyph (KB/Xbox/PS). Mining ties into grid depth, deeper rooms surface rarer ore.

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03.13
Skill System

Shared skill tree between player and Settlers. 17 parent categories, 130+ sub-skills, 8 tiers × 10 sub-levels. Pistols, cooking, brewing, husbandry, alchemy, fishing, tailoring, medical, more.

Seventeen parent skill categories. A hundred and thirty plus sub-skills. Eight tiers, ten sub-levels each. Player and Settlers share the tree. XP propagates across related skills. Built for hundreds of hours of progression.

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// Stage 04 · Pre-Production · Vertical Slice

The Demo Comes Alive

PARTIALLY DECLASSIFIED

The V2 polish + content build. Painted UI in engine. Power. Voice. NPCs. Procedural city. Currently dressing Ashgate. Then the demo ships.

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04.01
NPC Foundation

C++ backbone for every NPC. 9-state behaviour machine. 7-faction team system. Component stack for brains, combat, injury, tasking, dialogue. Every Settler, enemy, wildlife slots in cleanly.

Faction system. Behaviour state machine. Combat component. Injury component. Dialogue component. Voice component. Bump component. Every NPC inherits the spine; specialisations layer on top.

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04.02
Smart NPCs

Voice pipeline with TTS + emotion tags. Per-NPC Data Tables. Subtitle Widget with stack mode. Activity Anchors so NPCs migrate between content. Bump knockback. Power-aware barks.

Mara has fifty-five voice lines, recorded with inline emotion tags through ElevenLabs and CF Flow. She greets, complains, reacts to power loss. Subtitles stack. NPCs walk between activity anchors. Real life inside the airlock.

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04.03
Painted HUD

Painted concept art direction landed in engine. Cream sumi-ink on near-black. Cormorant Garamond + Permanent Marker. Ink-wash backings. Module padlocks. Auto-flashlight that engages in the dark.

Painted sumi-ink HUD landed in engine. Inventory, build menu, compass, notifications, skill XP popups, every panel rebuilt on the painted style. Module padlocks. Auto-flashlight that engages when night falls or the lights die.

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CLEAR
04.04
Survival Stats

Stamina, hunger (28 days to zero), thirst (48 hours to zero), stress, morale. The body keeps score. Manage them or fall.

Ultra Dynamic Sky drives every timer. Hunger drains over twenty-eight in-game days. Thirst over forty-eight hours. Stress and morale react to the base around you. The body keeps score.

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04.05
Day & Time Cycle

Fully dynamic day-night. 45 real-world minutes = 1 in-game day. Ultra Dynamic Sky drives every time-aware system. Toxic night queued.

Forty-five real minutes per in-game day. Sky shifts, lighting reacts, NPCs change schedule. Toxic night queued. Going to the surface after dark will not be optional, it will be a calculation.

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04.06
Power & Electricity

Generators with green/amber/red status LEDs. Multi-generator networks. 5-second overload trip. Powered lights and ambient emitters subscribe by ID. Auto-flashlight engages in the dark.

Generators with green/amber/red status LEDs you can read across a room. Networks of generators. Five-second overload trips. Powered lights subscribe to a power source by ID. Pull the plug and the world reacts visually + audibly.

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04.07
Dialogue & Voice

Subtitle widget pushes painted-monochrome speech. Stack mode for overlapping voices. Italic-paren for non-speech (humming, sighs). Generators hum, NPCs talk, ambient emitters push their own subtitles.

Subtitle widget supports stack mode, Mara talking, the radio crackling, the generator humming, all on screen at once without overwriting. Italic-paren convention for non-speech. Proximity-gated so the line only shows when you're near.

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04.08
City & Foliage Tools

Procedural city tool. City Block Breaker for hand-art-direction. Foliage Cascade marketplace-ready PCG node. PCG Foliage Baker. PCG_Include / PCG_Remove tags. Ashgate has its overgrowth.

Custom PCG cascade node, designer drops a biome volume, the system spawns mature trees, then juveniles around them, then saplings around those, then ground cover. Tag-based include/exclude. Marketplace-ready.

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CLEAR
04.09
Module Concepts

Painted concepts for the demo modules. Cream sumi-ink, grounded post-apocalyptic modern. Operations Room, Workhouse, Bunkroom + reference paintings for the next batch.

Painted hero concepts for every demo module. Operations Room, Workhouse, Bunkroom, the three locked + dressed in engine. Reference paintings for Kitchen, Greenhouse, Aquaculture, Power Room queued.

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04.10
Module Build-Out

Operations Room with the Planning Board, salvaged radio desk, lockers, fluorescent buzz, ivy creeping in. Workhouse, the multi-discipline crafting space. Bunkroom with the bunk migration mechanic.

Operations Room: Planning Board, salvaged radio desk, lockers, fluorescent buzz, ivy through the cracks. Workhouse: multi-discipline crafting space. Bunkroom: where rescued Settlers sleep before they migrate to their specialist module.

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IN PROGRESS
04.11
City Build-Out

Ashgate streets traced + dressed. Hospital where Kore wakes. Gas station for fuel. Builders merchant. Abandoned airlock entrance. Mission scripting layered on top, survivor encounters, the first rescue, the night escort.

Ashgate streets traced with the new procedural city tool. Hospital where Kore wakes. Gas station for fuel. Builders merchant. The abandoned airlock entrance, a boarded-up cellar door, not a sci-fi blast hatch. Grounded.

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CLASSIFIED
04.12
Settlers Live

14 Settler class Blueprints instantiated. Full ALS locomotion. Procedural names, traits, skill rolls. They walk into the airlock. They stand at their module. They react when Kore approaches.

Procedural names. Procedural traits. Procedural skill rolls weighted by class. Fourteen Settler classes ready to instantiate. They walk in. They stand at their module. They greet Kore by name when he passes.

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04.13
Module Unlocks

Settlers unlock modules. No Engineer = no Tier 2+ upgrades. No Chemist = no explosives. Your rescue roster determines what your base can become. Rescue drives unlocks.

Kingdom Tale-style gating. No Engineer in the airlock means no Tier 2+ upgrades. No Chemist means no explosives. The rescue loop directly determines what your base can become. Strategy from the very first choice.

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04.14
Construction State

Module upgrades stop being instant. Time passes. Scaffolding appears. If the upgrade digs deeper, ore nodes spawn, mine them before the timer ends. Settlers shove Kore out of the corridor during construction.

Module upgrades stop being instant mesh swaps. A timer runs. Scaffolding visible. If the upgrade digs deeper, ore nodes spawn in the new cells, mine them before the timer ends or lose the haul. Settlers shove Kore back if he tries to walk in mid-build.

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04.15
Demo Ready

A 60+ minute guided experience. Wake up alone. Discover the airlock. Build your first rooms. Rescue your first Survivors. Survive the night. The hook that makes you need to know what happens next.

Sixty-plus minutes of the game's bones. Wake alone in the hospital. Step into the silence. Meet Mara. Reach the airlock. Build your first rooms. Survive the night. End on the hook that makes the player need the next chapter.

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// Stage 05 · Funding & Marketing

The Public Reveal

CLASSIFIED

Demo lands on Steam. Players play. The Kickstarter campaign. The push that funds full-time development.

CLASSIFIED
05.01
Steam Coming Soon

The demo lands on Steam with a Coming Soon page. Header capsule, screenshots, trailer, descriptions. Wishlist collection from day one.

// Coming soon page locked. Header capsule, screenshots, trailer, descriptions. Wishlist collection from day one. The page lives quiet in Steamworks until the demo is footage-ready, then goes public.

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05.02
Player Feedback

First weeks after demo lands are about listening. Steam reviews, Discord input, playtester surveys. Iterate based on what players actually do vs what we designed for.

// First weeks live are listening time. Discord, Steam reviews, recorded sessions, surveys. Iterate based on what players actually do, not what we designed for. Telemetry with respect.

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05.03
Bug Bash & Hotfix

Rapid-response month. Crash reports, soft locks, missing tutorials, controller binding edge cases, every loud signal gets a hotfix patch within days, not weeks.

// Rapid-response month. Crash reports, soft locks, missing tutorials, controller binding edge cases, every loud signal gets a hotfix patch within days, not weeks.

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05.04
Trailers & Press

Cinematic trailer cut to "Calm Before The Storm". Gameplay trailer showing the dollhouse → 3D loop. Press kit. 80 Level submission. Indie communities. Steam Next Fest.

// Cinematic trailer cut to 'Calm Before The Storm'. Gameplay trailer showing the dollhouse → 3D loop. Press kit. 80 Level submission. Indie communities. Steam Next Fest.

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05.05
Kickstarter Campaign

Funds full-time development. Henry leaves the day job. Local artists, modellers, designers hired long-term. £200K-300K+ unlocks the full team build.

// Funds full-time development. Henry leaves the day job. Local artists, modellers, designers hired long-term. £200K-300K+ unlocks the full team build.

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// Stage 06 · Production

The Funded Build

CLASSIFIED

The studio scales. Animator, character artist, AI programmer, level designer, narrative writer. The systems that ship in 1.0 land here.

CLASSIFIED
06.01
Hire Team

Animator. Character Artist. Concept Artist. AI Programmer. Level Designer. Possibly a senior writer. Ironbridge goes from solo to a real studio.

// Animator. Character Artist. Concept Artist. AI Programmer. Level Designer. Possibly a senior writer. Ironbridge goes from solo to a real studio.

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06.02
Animation Pipeline

Custom Kore locomotion set. Real combat anims. Settler work anims per class, Cook, Engineer, Medic, Farmer, Gunsmith. Reaction anims. Mocap session OR senior hand-key animator.

// Custom Kore locomotion set. Real combat anims. Settler work anims per class. Reaction anims. Mocap session OR senior hand-key animator.

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06.03
Character Roster

All 14 Settler classes get unique MetaHuman heads, hair, body variation, full voice packs. Each Settler reads as an individual. The airlock looks populated by people, not mannequins.

// All 14 Settler classes get unique MetaHuman heads, hair, body variation, full voice packs. Each Settler reads as an individual.

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06.04
Wildlife & Animals

Companions: Marv proper. Hostile wildlife: irradiated wolves, mutated rats. Livestock: chickens, cows, sheep, rabbits, bees. Ambient critters: insects, sparrows, butterflies. The world feels alive.

// Companions: Marv proper. Hostile wildlife: irradiated wolves, mutated rats. Livestock: chickens, cows, sheep, rabbits, bees. Ambient critters: insects, sparrows, butterflies.

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06.05
Combat Depth

Stalker AI (sneak, retreat, flank). Legion encounters with dialogue. Boss fights at story beats. Melee depth (parry, dodge). Weapon variety. Geiger-counter mechanic for proximity warning.

// Stalker AI (sneak, retreat, flank). Legion encounters with dialogue. Boss fights at story beats. Melee depth. Weapon variety. Geiger-counter mechanic.

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06.06
Original Soundtrack

"Calm Before The Storm" is the trailer spine. The full score: ambient layers per biome, reactive music per player state, boss themes, intro and outro. Hans-Zimmer-tier composer.

// 'Calm Before The Storm' is the trailer spine. The full score: ambient layers per biome, reactive music per player state, boss themes, intro and outro. Hans-Zimmer-tier composer.

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06.07
Voice Acting

ElevenLabs for procedural Settlers. Hero characters get real human voice actors: Mara, Varek, supporting story NPCs. London talent pool is strong.

// ElevenLabs for procedural Settlers. Hero characters get real human voice actors: Mara, Varek, supporting story NPCs. London talent pool is strong.

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06.08
Cinematics

Opening cinematic where Kore wakes up. Mid-game Legion reveal. Ending sequence. Story-locked moments rendered in-engine using MetaHumans + the painted aesthetic.

// Opening cinematic where Kore wakes up. Mid-game Legion reveal. Ending sequence. Story-locked moments rendered in-engine using MetaHumans + the painted aesthetic.

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06.09
Narrative Writer

A professional writer to structure the full story arc, character backgrounds, faction histories, environmental storytelling. The lore turned into something players obsess over.

// A professional writer to structure the full story arc, character backgrounds, faction histories, environmental storytelling. Lore turned into something players obsess over.

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06.10
Module Customisation

Paint your base your way. Per-module colour and material swaps. Brick, wood, tile, metal finishes per tier. Free basics, premium options cost resources. The "make it home" feature.

// Paint your base your way. Per-module colour and material swaps. Brick, wood, tile, metal finishes per tier. Free basics, premium options cost resources.

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06.11
Farming Systems

Beyond the early Greenhouse. Full crop systems, seasonal cycles, soil quality, fertilizer crafting, multi-tier crops. Crop failures become real pressure.

// Beyond the early Greenhouse. Full crop systems, seasonal cycles, soil quality, fertilizer crafting, multi-tier crops. Crop failures become real pressure.

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06.12
Irrigation & Water

Pipes, valves, distribution from Water Tank to Greenhouse, Aquaculture, Sanitation. Pipe blockages, leaks, pressure drops. Wells, runoff, condensation.

// Pipes, valves, distribution from Water Tank to Greenhouse, Aquaculture, Sanitation. Pipe blockages, leaks, pressure drops. Wells, runoff, condensation.

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06.13
Performance Pass

60fps locked on PC at recommended specs. Lumen and Nanite tuning. Asset budget audits. Memory profiling. Invisible work that determines whether reviews talk about the game or the framerate.

// 60fps locked on PC at recommended specs. Lumen and Nanite tuning. Asset budget audits. Memory profiling. Invisible work that determines whether reviews talk about the game or the framerate.

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// Stage 07 · Early Access

Open Development

CLASSIFIED

AIRLOCK goes live on Steam Early Access. The community is in the room. Players play, break, tell us what works. Updates ship every quarter.

CLASSIFIED
07.01
Early Access Launch

AIRLOCK goes live on Steam Early Access. Core loop complete: build, explore, survive, expand. Not a closed-door project.

// AIRLOCK goes live on Steam Early Access. Core loop complete: build, explore, survive, expand. Not a closed-door project.

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07.02
Community Building

Discord and Slack communities. Direct line between players and studio. Bug reports, feature requests, lore discussion, screenshot showcase.

// Discord and Slack communities. Direct line between players and studio. Bug reports, feature requests, lore discussion, screenshot showcase.

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07.03
Open Development

Public dev diaries. Public roadmap voting. "Where the money goes", quarterly breakdown of Kickstarter spend. Players feel like co-builders.

// Public dev diaries. Public roadmap voting. 'Where the money goes', quarterly breakdown of Kickstarter spend. Players feel like co-builders.

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07.04
Iteration & Patches

Weekly to monthly patches. Bug fixes, balance tweaks, UI improvements. Major content drops every quarter. Suggestions heard and prioritised in public.

// Weekly to monthly patches. Bug fixes, balance tweaks, UI improvements. Major content drops every quarter. Suggestions heard and prioritised in public.

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// Stage 08 · Full Release

The Vision Realised

CLASSIFIED

1.0 ships. Console builds follow. Trading economies, multi-airlock networks, the underground metro, global maps, eventually multiplayer.

CLASSIFIED
08.01
1.0 Launch

All systems. Full narrative. Complete economy. The game Henry has carried in his head for over a decade, fully realised.

// All systems. Full narrative. Complete economy. The game Henry has carried in his head for over a decade, fully realised.

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08.02
Console Builds

PS5, Xbox Series X|S, Switch 2. Each platform requires certification. Console launches typically follow PC by 3-6 months.

// PS5, Xbox Series X|S, Switch 2. Each platform requires certification. Console launches typically follow PC by 3-6 months.

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08.03
Localization

French, German, Spanish, Italian, Brazilian Portuguese, Russian, Polish, Simplified Chinese, Japanese, Korean. Subtitles for every voice line.

// French, German, Spanish, Italian, Brazilian Portuguese, Russian, Polish, Simplified Chinese, Japanese, Korean. Subtitles for every voice line.

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08.04
Trading & Economy

Automated trade routes between your airlocks. Previous airlocks become trading partners. Supply and demand shifts. UGA Credits as the post-war currency.

// Automated trade routes between your airlocks. Previous airlocks become trading partners. Supply and demand shifts. UGA Credits as the post-war currency.

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08.05
Multi-Airlock System

Discover new locations: pre-war military bunkers, research annexes, mine shafts, civic shelters. Each unique. Specialise them. Rebuild civilisation, one airlock at a time.

// Discover new locations: pre-war military bunkers, research annexes, mine shafts, civic shelters. Each unique. Specialise them. Rebuild civilisation, one airlock at a time.

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08.06
Underground Metro

Every airlock has a buried metro station. Excavate down. Restore power. Reconnect the line. Fast-travel through dark tunnels. The spine of your underground civilisation.

// Every airlock has a buried metro station. Excavate down. Restore power. Reconnect the line. Fast-travel through dark tunnels. The spine of your underground civilisation.

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08.07
Global Maps

Ashgate is just one city. Tokyo's metro. New York's subway. Berlin's bunkers. Moscow's deepest. The Australian outback. Brazilian favelas. Each map regional-flavoured.

// Ashgate is just one city. Tokyo's metro. New York's subway. Berlin's bunkers. Moscow's deepest. The Australian outback. Brazilian favelas. Each map regional-flavoured.

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08.08
Multiplayer

Your airlock. Your friend's airlock. Connected. Trading between real players. Visiting bases. Cooperative surface runs. The horizon. Everything else is the road that leads here.

// Your airlock. Your friend's airlock. Connected. Trading between real players. Visiting bases. Cooperative surface runs. The horizon. Everything else is the road that leads here.

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08.09
DLC & Beyond

Post-1.0 expansions. New module categories, new Settler classes, new biomes, new story chapters, new Altered variants. Driven by community-voted priorities.

// Post-1.0 expansions. New module categories, new Settler classes, new biomes, new story chapters, new Altered variants. Driven by community-voted priorities.

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