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DEVELOPMENT ROADMAP

BUILDING THE GALAXY

What you can fly today, and what arrives next — in order, not on dates. Each stage ships when the one before it has earned its place, and playtest feedback steers the order.

PHASE 1

THE FIRST SKY — PLAYTEST

LIVE

THE FEEL OF FLYING

  • Three warship classes with genuinely different temperaments — the corvette answers your hands, the frigate brawls and leaves, the cruiser turns like a verdict
  • Physics-driven flight with fly-by-wire assist — mass is real, momentum is real, and committing to a turn means something
  • True 1:1 scale: your ship is hundreds of meters of armor and reactor, over an Earth rendered at the size of an actual world, its moon beyond
  • The warp-in: tear out of warp above the world, ride the camera down your own hull, and take the con as the battle resolves ahead

COMBAT YOU READ WITH YOUR EYES

  • Shields flare exactly where you are hit — and recover only when you buy yourself quiet seconds
  • Guns run hot — fire in disciplined bursts and they reward you; hold the trigger like a maniac and they get wild
  • Every turret and engine on an enemy hull is a true target — silence a ship, blind it, or hold it still without ever breaching the hull
  • Ships die in stages — armor cracks, compartments go dark, the hull breaks where the damage lived, and the wreck stays

LIVE MULTIPLAYER

  • Real players in one shared battle over a living world — AI fleets join the sky soon after
  • Free playtests through the launcher — sessions announced in Discord
  • Fixes land fast between sessions — shaped directly by what players report
DEVELOPMENT PROGRESSFIRST PUBLIC PLAYTEST APPROACHING
PHASE 2

POLISH THE FEEL

PLANNED

READABILITY & IMPACT

  • Full HUD pass — everything you need at a glance, nothing you don't
  • Weapon visuals and sound so every hit you land feels landed — and every hit you take is unmistakable
  • Performance hardening for bigger fleets, so the biggest battles run like the smallest
  • Ship-feel tuning driven directly by playtest surveys — your answers steer the throttle curves

MORE TO FLY

  • Ship identity tuning — each class sharpened until choosing a hull feels like choosing a temperament
  • New hull variants as they earn their place — never before
PHASE 3

FOUNDER EARLY ACCESS

PLANNED

THE GALAXY OPENS FOR GOOD

  • Founder Early Access on the launcher and Steam — the door stops closing
  • Lobby-based matchmaking for objective game modes — capture & hold, escort, attack / defend
  • More ships, more weapons, more sky — content lands in steady, named updates
  • The ways-to-play doctrine takes root — fighting wars is one career of many, and the first alternatives open here

BUILD AND SHARE

  • Creation tools arriving in stages — design ships, assemble fleets, author battlefields
  • Share codes — copy a code, send it to a friend, they have your creation instantly
PHASE 4

THE PERSISTENT GALAXY

VISION

THE MMO VISION

YOUR GALAXY. YOUR RULES.

This is where it all goes. With your support, Masters of the Galaxy grows into a persistent universe.

ONE SHARED SKY THAT NEVER RESETS

  • Many star systems, one galaxy — travel it, claim it, defend it
  • A player-driven economy — everything that flies was built by someone, and everything destroyed is truly gone
  • Flagships with named bridge crews — people with histories, nerves, and loyalty, who remember their service under you
  • Fleet command — direct squadrons and formations while you fly, like a carrier commander running a deck
  • Territory, allegiance, and politics — wars argued in the open before they are fought
  • A galaxy that keeps its own record — battles remembered, names written down, your career part of a history other players can read
  • Battle servers simulate every fight at a full 60 updates per second — and never slow down, no matter how big the war gets

SHAPE THE FUTURE

This roadmap is a living document. Priorities shift based on player feedback. Join the Discord to share your ideas, vote on features, and help decide where the galaxy goes next.