
ROADMAP
The defined scope in the roadmap directly relates to what features to expect for Steam Early Access. You may hover over each feature card to see a detailed description of the expected scope.
* UNDER DEVELOPMENT
All features are subject to change
Last Updated: 1/3/2026
Ready for Early Access
100 %
2
Ready for Testing
75-99 %
20
Work In Progress
25-75 %
21
devlogs </>
In addition to the roadmap, development logs are published to Patreon at the end of every month. This includes high level updates which provide enough detail to track the game's progress.
35+ devlogs exist
Devlog #36 is on the way!
DEVELOPMENT PHASES
INFORMATIONAL
Early Access for beta decay will be released when all beta (-) decay features are marked:
Ready for Early Access
Features denoted 'Ready for Testing' have already been completed at their core! But still require a final round of testing before public access.
Ready for Testing
FEATURE STATUSES
TBA
? %
Features that will be displayed once the upcoming 2026 trailer is published.
Prototype
0-25 %
Features that have already been developed in some shape or form. The technical approach exists which means less time is spent on research and development.
Enhancement
- %
Continuous improvements or additions to existing features.
Work In Progress
25-75 %
Features that are currently in development.
Ready for Testing
75-99 %
Features that have been completed at their core! But still require a final round of testing before public access.
Ready for Early Access
100 %
Features that are ready for Early Access.
DEVELOPMENT PHASES
DEVELOPMENT PHASES
Check out Patreon for more detailed devlog updates.
Note that the game is not yet publicly available and features are subject to change.
BETA (-) DECAY
FEATURES
TBA
Work in Progress
Ready for Testing
Ready for Early Access
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DevTracker
Ability to view development features and progress from within the game.
• Dedicated in-game UI Menu to view the Roadmap.
100
Alphabet
A custom character font that has been created for the game.
100
Game Core
Core game managers and configuration that allow the base game to function.
• Game State Managers
• Network Managers
• Main menu UI
• Graphics Configuration
75
Network Core
Multiplayer hosting and joining with network synchronization functioning across major features. Including compatibility with the Steam platform.
• Server Creation/Joining
• Connection to Steam's subsystems where you can join a friend's steam game.
75
DevCon
A development console to function as an internal tool that assists with development and troubleshooting. The DevCon logs major in-game events as they occur and provides the ability to toggle on/off several core game systems real-time.
75
Asset Models
Core models created for:
- Foliage and Debris
- Weapons, Mods, and Equipment
- ECS Components and Structures
- Characters and Vehicles
- Buildings and Environment
Currently over 1,200+ models built in house.
75
Controllers
Play with keyboard/mouse or controllers, with the ability to set custom key bindings.
• Keyboard/Mouse Support
• Controller Support
• Key Re-binding
75
Music Player
A music player exists on the main menu that plays music tracks from the OST.
• Manually Change music.
• Start / Pause / Play music.
• Exists static on the main menu.
75
Weather Systems
Weather conditions that include:
• Clear
• Rainy
• Wind Storms
• Dense Fog
Dynamic wind that affects foliage, clothing, bullets, and environmental objects.
75
Char Customization
Character creation and customization of face, hair, skin color, weight, and height with a range of outfits and equipment. Up to 15 male and female face types to choose from.
75
FPS / TPS
First and third person perspectives with seamless, fluid transitioning between the two. (No separate models or animations).
75
Locomotion
Base character locomotion including climbing, sliding, leaning, diving, proning, sitting, sleeping, stumbling, and a dynamic movement speed modifier for various speeds of movement.
75
Cover
Character movement along walls for cover as well as and leaning in and out of cover.
75
Cloth Overwear
Overwear including a Ghillie Suit, Heavy Coat, Raincoat, and a Cloak.
75
Dismemberment
Detachment of character limbs from weapon projectiles and explosions.
75
ECS System
A core game system that allows game objects (entities) to be interactable, picked up, inspected, and carried, each with their own set of unique statistics such as durability, quantities, and serial numbers.
75
Inspect / Carry
Pickup, drop, carry, deploy, and inspect entities that are part of the ECS system.
(Not all entities may be inspected by hand or have deployment capability. Ex: A large cargo container.)
75
Furnishing
By nature of the beta decay's entity system, the ability to place objects in the game world exists. This includes objects such as beds, couches, shelves, and tables.
75
Injury
Visual display of body limb damage by color and amount. This includes wounded locomotion animations and dismemberment to occur when maximum limb damage is received.
75
Artillery
Artillery barrages that strike down upon the topside Strata causing destruction to buildings and foliage.
75
Bullet Drop
Bullet drop calculation.
75
Destruction
Destruction at a scale of buildings on the topside Strata. By nature of the ECS system, all entities can be destroyed.
75
Terminals
Physical terminals with in-game UI screens that support a variety of applications such as stock trading, fabrication, and allegiance formation.
70
Centauri Exchange
A stock exchange containing a minimum of 50 tradable companies where share price is determined by the calculation of fundamental values.
70
Weapons
An initial release of weapons that include:
2 SMGs, 5 Rifles, 2 Pistols, 1 Sniper Rifle, 1 AT Rifle, 1 RPG, 1 Shotgun, HE Grenades, Claymores, AT Mines, and Throwing Knives.
70
Weapon Mods
Static attachments to weapons that include: Two suppressors, three scopes, three bipods, one foregrip, and straps. Weapon mods are not customizable real-time.
70
Industrial Exosuit
One of two bio-powered Exo-suits. An industrial strength suit that enables characters to carry large or heavy cargo beyond their normal capacity.
70
Save / Load
Save and load your character and world data during online and offline play.
70
Stats / Conditions
Character Stats that promote role-play and survival elements such as:
Health, Stamina, Bio-Energy, Restroom, Hygiene, Hunger and Thirst.
Also, injuries and illnesses that influence a character's 'decay' factor (Degradation rate of stats).
70
Visual Inventory
An inventory system that physically stores objects on the character's body. This includes cargo containers, equipment, ammo magazines, and weaponry.
70
Combat Core
Core weapon and combat mechanics that includes visual effects, ADS, lowering/holstering weapons, grenades and ragdoll.
70
Actionable Equipment
Wearables for 'eyes', 'shoulders', and 'pocketwear' that can be used or activated. This includes:
• NVG / IR / Magnification Goggles
• Shoulder Lamp
• Geiger Counter
• ECS Scanner
• Medical Scanner
• Resource Scanner
• Flares / Glowsticks
70
Life Support & PPE
Equip-able items and outfits that help sustain life, prevent disease, and protect against hazardous materials. Each with their own graded quality denoted as MKI, MKII, MKIII. This includes:
• Consumables (Food/Water)
• Masks
• Outfits (Hazmat)
• Life Support Apparatus (LSA)
70
SYNi
Linking body and technology, the Bio-Synaptic Interface (SYNi) displays character statistics in world space via UI such as stamina, thirst, and overall wellbeing. Two variants (MKI and MKII) exist.
65
Phenomenon
Phenomenon spread across the game world that includes:
• Viruses
• Entanglement traps
• Solar flares
• Creatures
• Hazardous areas
65
V23 Helicopter
A V23 helicopter that can be mounted and used as quick transport across the Strata (Non-Pilotable).
65
MCV's
Pilotable (Mechanized Combat Vehicles) that include three torso types with four mountable weapons. In addition, usage of countermeasures and UI systems that can be controlled via manual buttons and switches.
50
World Locations
Environmental design of a limited scoped play area that includes the planet's topside (Strata). This is to be expanded upon in future versions.
50
Fabrication
Usage of large machinery that produces entities such as weapons, equipment, and deployable structures. The fabricator allows the input raw materials that are required to produce entities (Game Objects).
50
Allegiances
Three primary Allegiances with relationship tracking between them. In addition, the ability to create your own custom allegiance, assign a badge, and recruit subordinates via terminal application.
40
AI - Core
A basic, first iteration of enemy and friendly AI that roam the topside Strata. AI from conflicting Allegiances react to one another either in a hostile or friendly manner.
40
Roles and Contracts
A contract terminal with dynamically generated contracts that enable first iteration roles including:
• Elimination
•Transport
• Repair
35
Estates
Ownership of venues that may function as places for residence or business.
35
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0
TBA
To be announced with the release of the 2026 trailer.
0

BETA (+) DECAY
FEATURES
Successful Prototype
Enhancement
More Outfits
Addition of wearable outfits to customize your character.
More Weapons
Addition of more weapons.
More Contracts
Addition of dynamically generated contracts that enable more character roles.
Metropolis
An underground city that contains a variety of districts where the majority of civilization resides.
Holograms
Holograms that advertise and provide detail into elements of game lore.
AI Carrying
Ability to carry characters who are wounded to be rescued.
Combat Exosuit
The second bio-powered exo-suit primarily used for combat situations that adds significant protection against small arms fire.
Melee
Execute punches, kicks, takedowns, and blocks, against other characters.
Vehicles
Drivable vans, trucks, tanks, and forklifts that allow the movement of large cargo containers.
Tanks
Crew-able Tanks that function similarly to an MCV with manual levers and switches. Allow multiple seats between driver, commander, gunner/loader, and passenger.
Spaceship Construction
Ability to weld together ECS structures, and components, and propel them into orbit.
Space Travel
Travel through space aboard a custom built spacecraft. Walk aboard your ship during flight with your cargo and crew with localized gravity and atmospheric systems.
Zero Gravity
Zero gravity locomotion and custom directional gravity to work with the current movement locomotion system.
Planetary Terrain
Non-procedural fully scaled planet that can be traversed globally.
Asteroid Belts
Asteroid Belts as obstacles in space
Implants
Boosters powered by bio-energy that enhance character capabilities when activated.
AI - Physical Trade
Ability to physically trade objects with AI characters. This allows items to be placed in the world in exchange for physical currency between AI. In multiplayer, this functionality will already exist for player-to-player trades, thanks to the physics-based inventory system.
OST and Album Art
Finalization of the beta decay original sound track (OST) along with album cover art.



