This week
High paceRepository activity across 4 areas. Busiest: Planets & biomes (38%).
Repository activity by area
Roadmap · live from development
What the team is building right now, read straight from our development tracker and refreshed every 15 minutes.
Last sync checked every 15 min
Now
Systems with tasks in progress or closed in the last two weeks.
No system matches these filters.
Being built right now, with tasks moving this month.
No system matches these filters.
Next in the plan: open work waiting its turn and planned milestones. No dates until they are confirmed.
Later phases. Scope is set with alpha pilots.
Nothing here right now.
21 of 29
Every tracked task is closed. Polish and fixes continue inside the alpha.
No system matches these filters.
Latest activity
High pace
Repository activity across 4 areas. Busiest: Planets & biomes (38%).
Repository activity by area
Open the chronicleEach phase groups the systems it needs. Progress is the share of tracked tasks already closed.
The technical base everything else stands on: engine and dedicated servers, networking, security and the core game systems.
6 of 8 systems completed147 of 149 tasks closed
No system matches these filters.
What the first wave of pilots will fly, walk and fight in: the Aurin system, its first worlds, ships, characters and combat.
13 of 14 systems completed938 of 939 tasks closed
No system matches these filters.
More of the system opens up: the sea moon Melvara, real geology and resources, and the landscapes built from them.
1 of 4 systems completed144 of 149 tasks closed
No system matches these filters.
What makes Aurin feel inhabited: an economy, ship licences, missions and population. It is in development; which alpha wave includes each part is not decided yet.
1 of 3 systems completed16 of 22 tasks closed
No system matches these filters.
More testers and a dedicated server. Its scope is set with what we learn from alpha pilots; we will publish it here once it is decided.
Scope to be announced.
The phase after the closed beta. Its date and terms will be announced here.
Scope to be announced.
Release on Steam for PC. No date yet: this page only shows dates once they are confirmed.
Scope to be announced.
Planned milestones that do not have a phase or a date yet.
No system matches these filters.
One lane per discipline. Each bar runs from the first task opened to the last one closed, or to today if work continues.
Tasks closed and repository activity each week, by area, with the systems completed along the way.
Repository activity across 4 areas. Busiest: Planets & biomes (38%).
Repository activity by area
44 tasks closed across 5 areas. Busiest area: Survival, building & resources (21).
Repository activity across 9 areas. Busiest: Planets & biomes (47%).
Tasks closed
Repository activity by area
Completed this week
26 new tasks opened
38 tasks closed across 7 areas. Busiest area: Missions, companions & interface (17).
Repository activity across 9 areas. Busiest: Planets & biomes (70%).
Tasks closed
Repository activity by area
Completed this week
Milestones
31 new tasks opened
14 tasks closed across 3 areas. Busiest area: Survival, building & resources (8).
Repository activity across 4 areas. Busiest: Planets & biomes (90%).
Tasks closed
Repository activity by area
4 new tasks opened
14 tasks closed, all in Ships.
Repository activity across 4 areas. Busiest: Planets & biomes (67%).
Tasks closed
Repository activity by area
348 tasks closed across 9 areas. Busiest area: Planets & biomes (123).
Repository activity across 6 areas. Busiest: Planets & biomes (68%).
Tasks closed
Repository activity by area
Completed this week
149 new tasks opened
Repository activity across 8 areas. Busiest: Missions, companions & interface (29%).
Repository activity by area
15 new tasks opened
Repository activity across 5 areas. Busiest: Characters & movement (46%).
Repository activity by area
22 tasks closed across 5 areas. Busiest area: Planets & biomes (10).
Repository activity across 8 areas. Busiest: Other systems (26%).
Tasks closed
Repository activity by area
43 new tasks opened
15 tasks closed across 3 areas. Busiest area: Planets & biomes (10).
Repository activity across 7 areas. Busiest: Planets & biomes (45%).
Tasks closed
Repository activity by area
47 new tasks opened
61 tasks closed across 2 areas. Busiest area: Planets & biomes (41).
Repository activity across 6 areas. Busiest: Planets & biomes (35%).
Tasks closed
Repository activity by area
107 new tasks opened
89 tasks closed across 6 areas. Busiest area: Planets & biomes (55).
Repository activity across 7 areas. Busiest: Planets & biomes (43%).
Tasks closed
Repository activity by area
119 new tasks opened
96 tasks closed across 6 areas. Busiest area: Space & the Aurin system (39).
Repository activity across 9 areas. Busiest: Other systems (30%).
Tasks closed
Repository activity by area
125 new tasks opened
343 tasks closed across 8 areas. Busiest area: Space & the Aurin system (187).
Repository activity across 9 areas. Busiest: Planets & biomes (30%).
Tasks closed
Repository activity by area
Completed this week
384 new tasks opened
170 tasks closed across 7 areas. Busiest area: Servers & security (51).
Repository activity across 8 areas. Busiest: Other systems (34%).
Tasks closed
Repository activity by area
232 new tasks opened
Closed alpha
Pilots who get in help decide what comes next on this roadmap. Every friend who completes an application moves you 10 places up.
Our own source build of Unreal Engine 5 with dedicated server builds, automated tests and a release pipeline.
10 of 11 tasks closed
Phase Foundation
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
COLONIZED runs on our own build of Unreal Engine 5, compiled from source so the game can ship dedicated servers. Every change passes an automated test suite before it reaches the main build, and the server is also built for Linux, where the game servers run.
The world is split into zones run by separate servers, and a pilot crosses from one to the next without a loading screen.
47 of 47 tasks closed
Phase Foundation
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Movement is decided by the server, with lag compensation. A gateway keeps every character, and a relay hands a pilot from one zone server to the next while they keep moving, on foot or aboard a ship. Zones start and stop on demand, large battles get their own space, and creatures change server with the zone they walk into.
Technical target: around 1,000 pilots on one server machine, spread over several zone processes and measured with bot load tests.
11 of 11 tasks closed
Phase Foundation
Each zone process is sized for 100 to 160 pilots, and several of them share one machine. We measure it with crowds of server-side bots, up to a sustained 300-bot battle, against a fixed time budget for every server tick. It is the target we test against, not a promise about server size at launch.
Steam sign-in, anti-cheat, encrypted traffic and server-side checks on every action a client sends.
7 of 7 tasks closed
Phase Foundation
The server has the final say on movement, damage and inventory. On top of that come Steam identity, a client anti-cheat layer, traffic encrypted through Steam's relay network so server addresses stay hidden, and validation with rate limits on every call a client can make.
A design system of our own for the HUD and every menu, ready for keyboard and gamepad and wired to live game data.
38 of 38 tasks closed
Phase Foundation
Every screen comes from one component library, from the HUD to inventory, crafting, storage, chat, quests and the map. Screens read live data from the game systems, so what the HUD shows is what the server knows.
Health and vitals, damage, death and respawn, inventory, equipment and hotbar, all decided by the server.
20 of 20 tasks closed
Phase Foundation
These are the rules every other system plugs into. Stats, damage and respawn are decided by the server, and inventory, equipment slots and hotbar stay in sync for every player who can see you.
One data-driven behaviour system for wildlife and armed NPCs, with the first creatures of the system.
6 of 6 tasks closed
Phase Foundation
The same behaviour system drives every creature and hostile NPC from data, from melee hunters and ranged shooters to flying scouts and passive herds. A creature only becomes a full actor when a player is near, so a zone can hold many of them at little cost.
A 3D hangar for every ship, the Codex, the Aurin Chronicle, the Compis' chat, accounts and this roadmap.
8 of 9 tasks closed
Phase Foundation
The hangar shows each ship in real time, with its moving parts and, for the ones that have it, an interior you can walk through. The Codex and the Chronicle tell the universe in English and Spanish, the Compis answer questions in their own voice, and the roadmap you are reading is built from the project's real task tracker.
A G1V star with planets and moons on real orbits, a sky full of nebulae, eclipses and quantum travel between bodies.
194 of 194 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Planets orbit Aurin and moons orbit their planets on Keplerian paths computed from the clock, so every player sees the same sky without positions being sent over the network. The star is lit as a real star, with a corona and eclipses, against a high-resolution sky of nebulae. Quantum travel takes you from one body to another inside the system.
Fly from space through the atmosphere down to the surface with no loading screen, and see each world as it really is from orbit.
Almost ready
76 of 77 tasks closed
Over 90% done and nothing in progress right now: only the last tasks remain, queued.
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Space, atmosphere and surface are one continuous trip. Far from a planet its surface costs nothing to draw; up close it streams in under you. From orbit, each body shows the oceans, cloud cover and atmosphere you find on the ground, with day and night tied to its real rotation, and a graphics menu lets you set upscaling and frame generation.
The first world finished end to end, with red canyons, pressurised settlements and buried outposts spread over 105 sites.
113 of 113 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Selvane, the small moon of Ithera, was the first world we built end to end. Its relief comes from real elevation data, never invented, and each kind of site, from the canyons of La Cicatriz Gemela to Ciudad Albor and Caldera Rescoldo, is authored once and repeated across the surface with the ground adapting around it. A performance pass covered every site at every altitude and raised the lighting quality at the same time.
The first biome region on Ithera, the temperate planet, with dense patches of grass, real highland relief and a horizon that does not pop.
59 of 59 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Ithera is the first planet with a biome region of its own, a grassland cap at its north pole built with the same system as Selvane and only different data. The relief comes from real highland elevation data, grass grows in dense patches with bare earth between them, and the ground beyond drawing distance is tinted to match so the horizon stays steady.
Plants and ground detail that reach the horizon without popping in, whether you walk, fly low or come down from orbit.
20 of 20 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Four distance rings keep vegetation continuous out to the horizon. Each ring hands over to the next at matching density, so nothing appears in front of you as you walk, skim the treetops in a ship or descend through the atmosphere.
Volumetric clouds that build up and clear, wind by latitude, fog, rain, lightning and seasons, the same from the ground and from orbit.
23 of 23 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Weather is computed from each planet's seed and the system clock, so every player sees the same storm without the server streaming it. Clouds grow and erode as cover changes and travel with the wind. Fog, rain, lightning and their sound follow, and seasons come from each planet's tilt and orbit.
Sculpt a believable human face by blending 13 facial regions, with real skin, hair and expressions, and take it into the game.
193 of 193 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Faces are built by blending up to four donor heads in each of 13 facial regions, with the seams feathered so the result reads as one face. Skin, hair, eyes and facial expressions follow the blend, and the face you make is the one other players see, saved with your character.
Motion-matched locomotion with feet that settle on slopes and stairs, unarmed, with a pistol or with a rifle.
23 of 23 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Each step is picked from a large library of captured motion instead of blending a handful of loops, and the feet adapt to slopes and stairs. The three stances, unarmed, pistol and rifle, share the same system, and the whole set has been retuned on the bodies that come out of the character creator.
Weapons with their own arm animations, aiming down measured sights and a third-person rifle stance on the same motion system.
97 of 97 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Every weapon has its own first-person arm set for reloading, inspecting and recoil. In third person the arms keep the same grip and the crosshair stays true over a full-body rifle stance. Gloves and bracers are always worn, so the hands look right with every weapon and every outfit.
A flight model with a flight-control computer, decoupled aiming, cockpit displays and assisted landing, set per ship by data.
50 of 50 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Ships fly on a model the server controls, with a flight-control computer between your controls and the thrusters, a free-aim reticle the ship turns to follow, an afterburner that burns fuel and builds heat, and multi-function displays in the cockpit. Every value comes from the ship's data sheet, so a new ship is new data, not new code.
Walk, sit and fight inside a ship while it flies, even during a quantum jump, with gravity handled between ship, space and planet.
46 of 46 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
The interior is part of the game, not a backdrop. Players move around the hull while it flies, without jitter or sliding, and switch cleanly between ship gravity, zero-g and planet gravity. Interiors are built in two layers, so the same rules hold for ships of any size with several crew members aboard.
Gather, craft the pieces and build walls, doors and stations piece by piece, saved on the server.
26 of 26 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Building closes the survival loop. A resource from the world becomes a recipe, the recipe a building item in your hotbar, and the item a structure with snapping, damage and working doors. Bases are stored on the server, and the system is being prepared for very large builds of 10,000 to 50,000 pieces in a single zone.
The early game is told in phases, and every phase is the same transport mission: board a shared flight, land and do the job.
4 of 4 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Accepting the mission books you a seat on a shared flight that leaves on the hour with whoever is aboard. The ship sets the mission zone where it lands, and the first phase sends you out to gather. Later phases reuse the same flight, seats and landing with a new destination and a new task.
Five drones that float at your shoulder, talk and specialise you, each with its own talent tree. One is active at a time.
14 of 14 tasks closed
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
Each Compi belongs to one of the five Global Guilds: Baluarte, the tank, to The Vanguard; Avispón, damage, to Apex Syndicate; Lumbre, healing, to The Pioneers; Fuelle, gathering and crafting, to The Forge; and Cuadrante, the pilot, to The Pathfinders. You earn one through its guild's mission chain and craft its shell from a blueprint. In the story they are auxiliary cores of the Aura Fleet, lost and now recovered.
The first selected pilots enter the game. Closed alpha first waves: winter 2026-2027.
In the plan
Planned: no tasks opened yet
It is in the plan. Dates and scope appear here only once they are confirmed.
Phase Closed Alpha · Wave 1 · First waves: winter 2026-2027
The closed alpha, a Steam Playtest by invitation, opens in waves. The first one brings in pilots selected from the applications, and applying on this site puts you on the list. The first waves arrive in winter 2026-2027; the exact day will be announced here.
A moon with a planetary ocean and thousands of procedural islands, each as detailed as the hand-built original.
68 of 68 tasks closed
Phase Closed Alpha · Wave 2
Melvara, the large moon of Ithera, gets a real ocean, with a sea surface at planetary scale, swimming and diving, shore foam and water whose colour follows the depth of the seabed. Islands are generated from one hand-built seed island at the same density and quality. The biome is now moving from its test world onto Melvara itself, under the same light, clouds and atmosphere as the rest of the system.
Real rock types on every world, minerals laid out in veins and deposits, server-side harvesting and materials found only in space.
48 of 49 tasks closed
Phase Closed Alpha · Wave 2
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Generic stone gives way to real rock types, such as basalt, granite, quartz and feldspar, set by each body's geology. The game's minerals follow natural patterns, with densities and respawn sized for a busy server, and meteorites carry materials you cannot find on the ground. A two-mode mining tool breaks nodes with one beam and carries the loose material into containers with a tractor beam.
Rock formations fused into the terrain as canyons, mesas and cliffs, with mines and outposts composed by rules from the lore.
20 of 21 tasks closed
Phase Closed Alpha · Wave 2
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Large rock pieces are no longer scattered. They fuse into formations that behave like terrain, with the ground blended at their base, vegetation on top and scree at their feet. Sites follow kits for mines, hubs, observatories and customs posts, placed by rules tied to each world's history, and new meshes fill the gaps, from mid-size rocks and karst to mine entrances and the wreck of the Ark.
Every planet and moon of Aurin is generated whole from its lore sheet, geology, formations, weather and sites included, with no hand edits.
8 of 11 tasks closed
Phase Closed Alpha · Wave 2
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Our world generator turns a body's lore sheet into a playable surface. The planets and moons of Aurin now come out of their sheets with every stage passing its checks, and they are being reviewed world by world, from orbit down to the ground, to polish light, relief and textures.
One economy for both factions: Solmera credits, a global exchange and safe custody of your goods. In development.
7 of 7 tasks closed
Phase Living universe
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
The Bank of Aurin keeps the credit ledger and the goods held in custody, and a service on the server applies the exchange's rules, fees and history. Pilots will reach it from the game and from this website. It is being built and tested; which alpha wave includes it is not decided yet.
Your licence per category and the blueprints you earn set how far you progress. In development.
5 of 6 tasks closed
Phase Living universe
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
Progress is tied to licences by ship and weapon category. Each ship and weapon comes from a blueprint you earn through a mission and then manufacture at a station. Licences and blueprints belong to your account. The design is being tested; which alpha wave includes it is not decided yet.
Contracts that react to the economy and to world events, and cities and spots with people who have a trade and a routine. In development.
4 of 9 tasks closed
Phase Living universe
Changes to the game's code and content that cite this system's tasks. Tasks are closed in batches; the work moves every day.
A mission director offers dynamic contracts drawn from the economy and from what happens in the world. A population engine fills cities and spots with people, each with a trade and a routine, at the scale of the whole universe. It is in development; nothing here is promised for a given alpha wave.
The ships in the hangar move into the game. In the plan; which ones arrive in each alpha wave will be announced here.
In the plan
Planned: no tasks opened yet
It is in the plan. Dates and scope appear here only once they are confirmed.
The William's XASTER family (X, S, M, L and XL), the CHALLENGER ALPHA M and the WARP ships are in the plan to move from the hangar on this site into the game. Until each one can be flown in the alpha, its hangar specs are subject to change.
The five companion drones move from their own test environment into the shared game world. In the plan.
In the plan
Planned: no tasks opened yet
It is in the plan. Dates and scope appear here only once they are confirmed.
The Compis have been built and tested on their own. The next step in the plan is to bring them into the main universe, where every pilot will meet them. What each alpha wave includes will be detailed here.
Choose a side when you arrive: the Zenith or the Nadir, the two factions recruiting new pilots. In the plan.
In the plan
Planned: no tasks opened yet
It is in the plan. Dates and scope appear here only once they are confirmed.
When they reach the Aurin system, pilots will enlist with one of the two factions: the Zenith, who believe the light is earned, or the Nadir, who make their own what nobody wanted. It is in the plan; we will cover it here once it can be tried in the alpha.
The game's page on the Steam store, so you can add it to your wishlist. In the plan; we will announce it here when it goes live.
In the plan
Planned: no tasks opened yet
It is in the plan. Dates and scope appear here only once they are confirmed.
COLONIZED is coming to PC on Steam. Its store page is in the plan and will be announced here as soon as it is public; until then, the closed alpha is applied for on this site.

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