Development Roadmap

Follow our journey from core mechanics to Early Access. Every sprint delivers something you can see, feel, or do.

12 Completed
29%
41 Total Sprints
MVP
🔧
Build
Identity
🗺️
Foundation
📈
Progression
🚀
Launch
Playable Now

What's Already Built

CyberIdle isn't just a roadmap—it's a working game. Here's what you can do today.

Build on a Hex Grid

Place buildings, see them produce, watch your empire grow tile by tile.

Production Chains

Resources flow between buildings. Find bottlenecks. Optimize ratios.

Upgrade Buildings

Invest in your infrastructure. Watch efficiency multiply.

Offline Progress

Close the game. Come back later. Your empire kept working.

Automation

Configure auto-collection. Let the systems run themselves.

Bottleneck Visualization

See exactly what's slowing you down. Make informed decisions.

This is the foundation. Every sprint below adds more capabilities on top of this working core.

How Phases Connect

Each phase builds on the previous. Here's the dependency flow:

Foundation Complete MVP + Testing + Idle Core
🗺️
Phase 1: Strategic Foundation Requires: Working game loop
📈
Phase 2: Depth & Progression Requires: Terrain + Research
🚀
Phase 3: Early Access Launch Requires: All content complete

Why sequential? Each phase needs the previous phase's features to work properly. Skill trees need terrain bonuses. Age 2 needs research unlocks. Polish needs all features present.

Coming Attractions

🌳

Skill Tree UI

See the full skill tree stretching before you. Plan your build or experiment—your choice.

🏛️

Wonder System

Aspirational megastructures mark mastery. Four Age 1 wonders, four playstyles.

🎵

Lo-Fi Music

Atmospheric cyberpunk beats set the mood. Listen for hours without fatigue.

👤

Great People (First 3)

AI personalities with unique bonuses. The Data Broker, Grid Ghost, Chrome Saint—choose your advisors.

⬆️

Age 2 Unlock

Build your first Automated Server—a building that produces without input. Your empire runs itself.

🗺️

Terrain Visualization

Industrial zones, data centers, power nodes—each hex tells you what it supports best.

🔬

Research Panel

Browse technologies, see what each unlocks, plan your path forward.

Phase MVP

Day 1 MVP

Complete

First playable build - hex grid, buildings, production chains.

Phase Complete
Phase 0

Core Idle Identity

Complete

Make it actually idle - your empire runs itself.

Phase Complete
🗺️
Phase 1

Strategic Foundation

In Progress

Location matters. Terrain types, resource deposits, and research unlock strategic depth.

013 Terrain Visualization Up Next
014 Terrain-Based Placement Planned
015 Resource Deposits Planned
016 Research Panel Planned
017 Research Queue Planned
018 First 10 Technologies Planned
019 Research Notifications Planned
020 Cyberpunk Resources Planned
021 Cyberpunk Buildings Planned
022 Building Flavor Text Planned
023 Age 1 Art Pass Planned
024 UI Color Scheme Planned
📈
Phase 2

Depth & Progression

Planned

Skill trees, Age 2 content, and Great People create replayability and long-term goals.

025 Skill Point Earning Planned
026 Skill Tree UI Planned
027 Production Skills Branch Planned
028 Efficiency Skills Branch Planned
029 Age 2 Requirements Planned
030 Age 2 Unlock Planned
031 Age 2 Buildings Planned
032 Age 2 Resources Planned
034 Great People (First 3) Planned
🚀
Phase 3

Early Access Launch

Planned

Tutorial hints, Wonder system, lo-fi music, and Steam integration for public release.

035 Progressive Hints Planned
036 Wonder System Planned
037 Balance Pass Planned
038 Pacing Validation Planned
039 Lo-Fi Music Planned
040 Sound Effects Planned
041 Steam Integration Planned
042 Launch Assets Planned

Major Milestones

🎮

Early Access

2-3 hours of engaging gameplay. Core loop complete. Join early and shape the game's future.

🏆

1.0 Launch

Complete journey from Street Hacker to Transhuman Entity. Full skill tree, all ages playable.

♾️

Post-Launch

Weekly content updates. Monthly new systems. Free forever.

Our Development Philosophy

CyberIdle is built in bite-sized sprints. Each sprint delivers one player-visible capability - something you can see, feel, or do. We don't commit to timelines because we'd rather ship quality than rush to dates. Follow our updates to see what's new.