This is the current (as of 7/22/26) planned roadmap for OASIS II. Anything here is subject to change at any point. The best way to support this project is by spreading the word, buying my previous games and spreading the word about those too!

0.2 - Done

  • Steam multiplayer/lobby implementation (done)
  • Warehouses map type (done)
  • Pump-action shotgun (done)
  • AR-based platform (M4A1 + semi-auto variant) (done)
  • “Actual” equipment for characters (done)
  • Retrieval objective type (done)
  • Bounty objective type (done)
  • Gadget weapon attachment type (done)
  • Initial skill trees for stats system (done)
  • Profile/save creation options (hardcore, sandbox, etc) (done)
  • Second region (+ related traders) (done)

0.3 (Current) - ~September-October 2026

  • Alert system (done)
    • Is a reworked version of the alert level found in endgame/oasis hunt of Tokyo implemented into the main game. Will basically work as a “soft time limit” for missions, encouraging you to complete the mission then leave, rather than loot everything in the entire level for 5 minutes after the main enemies are dead.
    • Similar to the alert level in Tokyo, after a period of time, new enemies will begin repeatedly spawning into the level to hunt you. These enemies will typically be much harder than the mission’s normal enemies, and will also vary depending on the current region and its current alert level.
    • Completing missions and leaving them quickly will reduce the alert level gained per mission. Killing the alert level enemies will further increase the region’s alert level. The alert level of regions will also go down naturally over time (you may eventually also be able to pay a specific trader to reduce the alert level of a region as well).
    • I’m against adding a “hard” time limit (eg: “MIA” status), but I do think somewhat restricting the amount of time you’re in a single mission is good, so this is my solution for that.
  • Setup for potential localization (done)
    • Will probably start a crowdin project when I decide the game is ready for a public playtest, cannot afford paying for localization atm so I’d be grateful for help with this.
    • If you’d like to help translating the game (or the store page too) in your language before then, please get in touch via Discord or my email!
  • Double barrel shotgun (done)
  • AK platform (all the ak-based weapons in tokyo, plus a new one) (done)
  • PM-9 smg (features sight and suppressor att slots that weren’t in tokyo) (done)
  • Destruction objective type (done)
  • Upload/Defense objective type (done)
    • Both of these only involve the classic servers that were used for these in Tokyo right now, but want to expand these objectives to other objects later
  • Third region (+ related traders)
  • Upgradeable stash rows (via a trader) (done)
    • Certain traders will have a shop upgrade level that will add stash rows. There may also be quests that provide stash rows as a reward as well.
  • Passive V-Mon gain (mining, also at a trader, will also be able to convert between the 2 currencies at a loss, will be upgradeable)
  • Multi-mode gadget attachment type (dbal reimplementation) (done)
  • New ammo types (incendiary, match, ???) (done)
    • 5 ammo types currently exist for non-shotgun weapons: FMJ (default/normal), AP, JHP, Incendiary (new), Match (new)
    • 4 ammo types currently exist for shotgun weapons: Buckshot, Slug, Flechette (new), Dragon’s Breath (new)
  • Potentionally a public playtest of some form (unsure)

0.4 - End of Winter 2026/Early Spring 2027

  • Hacking system
    • Will be completely different than Tokyo’s hacking mechanics, have a new idea for it. It’ll be more focused on manipulating stuff in the levels themselves rather than the enemies. Mechnically inspired by Cyberpunk Red’s netrunning (sorta). Further details will be announced in a future dev blog
  • New map type (tbd)
  • Grenade reimplementation
  • New weapons (tbd, probably the k71 (may use a new name for it lol), m1911 and ump)
  • Defuse objective type
  • Cluster objective type
  • Brand new objective type (have a couple ideas, tbd which one)
  • ???
  • Potential early access launch (still undecided, maybe a playtest instead if i decided against it during 0.3, or maybe i’ll do quarterly-ish limited playtests alongside big milestones? idk again unsure at this point in time what i wanna do)

0.5 - ??? 2027

  • Weather system/visuals (rain, etc)
    • How weather worked in Tokyo is that it would pick the weather state for each scene that could have it, and that would persist while the game was open. Now it’ll work more like normal weather, as time progresses it’ll get better/worse, and changing regions will randomize it completely
    • Currently only planning for the basic weather states that were in Tokyo (clear, cloudy (what it always is as of rn), overcast, light rain, heavy rain), but in the future want to add other weather like snow.
  • Stocks system
    • Simple stock trading sim, will be an additional, riskier, way of getting v-mon. Will also be manipulatable via the hacking system, corp area missions, and quests
  • New map type (tbd)
  • New weapons (aiming for at least 3 weapons per milestone, currently considering: type-89, p22x(?), saiga/sk-12)
  • ???

Expectation for full release - ??? 2028+

  • Six total regions
  • Main storyline with three endings
  • By this point, everything relevant from Tokyo should be reimplemented (weapons, objectives, etc)
  • ???