Development Status // Updated regularly

Roadmap

What is playable now, what is in active development, and what comes next. No dates, just priorities and steady progress.

Current build // Core loop functional

Already playable

The core game loop works. Full battles with fleets, structures, economy, and AI. Everything below is functional in development builds.

//Gravity Well battlefields with jump routes
//Mobile Shipyard (3 tiers, 43 modules)
//Jump Drive inter-Well travel
//Eight ship classes with targetable subsystems
//11 energy-based ship abilities
//Tactical pause
//Supply economy and six structure types
//Three factions: USF, ORI, NEC
//Fog of War with per-unit vision
//Combat AI with fleet tactics
//Map Editor for custom battles
//Weapon VFX and damage visuals
Now - In development
VFX

Visual polish and combat feel

Engine trails, Jump Drive effects (charging glow, departure flash, arrival shockwave), construction animations, post-processing, audio design.

SETUP

Hardpoint setup pass

Weapon mounts and system hardpoints placed on every ship and structure model. Turret positions, shield generators, engine arrays - all verified against stats.

CAMERA

Camera and LOD system

Seamless zoom from tactical view (full 3D, particle effects) to strategic overview (Wells as icons, fleets as arrows). No loading screens between scales.

AI

AI strategic layer

Teaching the AI to think across Gravity Wells. Expansion, force allocation, raiding parties, retreat decisions, scouting, and Mobile Shipyard protection.

Next - Planned
ALERT

Notifications and alerts

Toast alerts for hostiles jumping in, supply nodes destroyed, structures under attack. Click to snap the camera there. Audio stingers for critical events.

XP

Ship experience and leveling

Ships gain combat experience. Veterancy levels 1-10 improve ability effectiveness. Veterans are worth protecting. The AI knows this too.

CAPITAL

Capital ships

Dreadnoughts. The heaviest class. Built at Capital Shipyards only. A single one changes the balance of a Gravity Well.

CINE

Screenshot and cinematic mode

Free camera, slow motion, depth of field, super-resolution capture. For moments when a fleet jumps into a contested Well and you want a wallpaper.

END

End-game flow

Victory and defeat screens with detailed statistics, fleet strength graphs, time-based charts. Play again, rematch, or return to menu.

BAL

Balance pass

Comprehensive tuning of every ship, structure, ability, module, and AI behavior. Making every choice meaningful and every faction distinct.

Later - Post-launch
OPS

Campaign & Global War

The meta-game. Strategic Campaign: fight a series of battles as a faction commander, your Mobile Shipyard persists between missions, the map evolves. Global War: a shared strategic map where every player's battles count. Seasonal campaigns. Three factions competing across fifteen sectors. Your rank grows. The war resets.

WORK

Steam Workshop

Share custom maps. The Map Editor already works. Workshop support lets the community build and share battlefields.

TUTOR

Tutorial and onboarding

Guided first missions, contextual tips, loading screen strategy advice. The game has depth. New players need a path into it.

Solo development // Steady progress

The Outer Line is built by a solo developer. Updates come when they are ready. The dispatches and devlogs on this site document the process in real time. No promises on dates, just consistent work toward the game described above.