Roadmap
The year ahead
What is shipped, what is being built, and what is still an idea. Items move down this page only when they are in a build you can play — not when the work starts.
Season 1 — Outbreak stands alone
The next season is not a battle pass bolted onto the shooter. It splits Outbreak off into a mode with its own front door.
What Season 1 adds
- Its own home page in the menu, separate from Multiplayer, with its own crates, boosters, barracks and bulletin.
- A survivor roster. Eight named survivors whose passive comes out of their backstory rather than being picked off a list.
- Its own currency, shop and ranking ladder, including ascension past the ladder's top rank.
- Airdrops instead of supply crates as the mode's reward delivery.
- Weapon progression by class: a gun unlocks by levelling the previous gun in its class, so a class is a ladder rather than a shopping list.
- Shared identity. Emblems, calling cards, dog tags and boosters carry across both modes. Your account is one account.
Also landing with the season
- A dedicated Outbreak map rotation, split from the Multiplayer rotation. Custom games keep access to both.
- New horde models and an Outbreak-specific heads-up display.
- Attack and defence icons on the survivor cards, so a passive reads at a glance.
Honest status: the survivor roster does not exist in the current build. Outbreak today is played with the Multiplayer operator bodies. Season 1 is when that changes — this section is a plan, and it is labelled as one.
Where things stand
Ordered by how far along it is, not by date. The further down the page, the less certain it is that it happens at all.
Shipped
Rotation and stability
Getting the built maps into players' hands. Seven returned in Update 2135, and Ruins followed; the rest of the vault is queued behind the same structural checks.
- Vault returns — 16 of 30 maps live, the rest rebuilding
- Match-length and round-format rules settled
- Player-chosen interface colour, and three colour-blind modes
In development
Season 1 and the interface overhaul
- Outbreak as a parallel mode: own front end, currency, shop, barracks, ranking, ascension
- A dedicated Outbreak map rotation, split from Multiplayer — the split is built, and waits on Outbreak maps returning from the vault to have a rotation to hold
- Eight survivors with backstory-derived passives
- Weapon progression gated on the previous gun in the class
- Menu rebuild: live backgrounds, reworked operator and gunsmith screens
- Audio pass — impacts and weapons rebuilt around transients instead of tones
Planned
Services and the social layer
- Career stats you can look up — on terms that do not expose players (the design, and the choice behind it)
- Support routing: ban appeals and player reports with a real queue behind them
- Social hub, party invites from the pause menu, inbox and shop
- Destruction and breach debris effects; a pass over the older props
Under consideration
Reach
- Relayed matches, so a player's network address is never handed to the lobby (why this is not just an encryption setting)
- The rest of the vault, rebuilt rather than patched
- A public alpha with open sign-up
Roadmaps move. The first two bands are shipped or being built; everything below them is a plan and may change or be dropped. No band carries a date, because none has been committed to — a roadmap that invents one is telling you something it does not know. When something ships it appears in the update notes — that page, not this one, is the record of what is actually in the game.