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Roadmap / Three sectors, one line

Roadmap& vision.

The line runs from what’s already on track, through what I’m building right now, to where this is going. Every checkpoint is a real feature, with its status.

S1 · Foundation built
9
S2 · In development
6
S3 · Future vision
8
The roadmap whiteboard in the World of Drift garage
Where it started: the whiteboard in the in-game garage.

S1

Foundation built

Done

The core of World of Drift is already in place and functional. A robust foundation for everything that comes next.

  1. Done

    Random Battle mode

    Challenge other players on a random track and layout.

  2. Done

    P2P multiplayer with PlayFab

    A full peer-to-peer multiplayer backend, with PlayFab for matchmaking and accounts.

  3. Done

    Detailed results screen

    After each battle, your performance broken down through every zone, with your score for speed, angle and proximity.

    Devlog: Devlog #2: Building Endless Tracks with Procedural Tools →
  4. Done

    Cinematic Replay System

    Natural, physics-based camera animations that make every shot feel authentic, from TV cameras to a full suite of drones.

    Devlog: Devlog #1: A First Look at World of Drift →
  5. Done

    Procedural track-layout tools

    An internal suite of procedural tools to generate new track layouts efficiently.

    Devlog: Devlog #2: Building Endless Tracks with Procedural Tools →
  6. Done

    Dynamic world

    Wind affects your car, and wet or snowy surfaces realistically change your grip.

    Devlog: Devlog #1: A First Look at World of Drift →
  7. Done

    Wheel with force feedback, and controllers

    Full support for wheels with force feedback, as well as any controller.

  8. Done

    Up to 4-player splitscreen

    Local tandem battles on one screen.

  9. Done

    Ghost Mode

    Race against your own best times.

S2

In development

In progress

My current focus is on polishing the experience for the public demo and the Kickstarter launch.

  1. In progress

    Physics, FFB and tire model refinement

    Constant refinement of the vehicle physics, force feedback and the underlying tire model.

  2. In progress

    New in-game UI

    A new, intuitive UI, including dedicated screens for car setup and live telemetry.

  3. In progress

    Audio overhaul and licensed music

    The audio landscape is being completely overhauled, with new sound effects and licensed music.

  4. In progress

    Launch content

    The first three unique vehicles, three distinct tracks, and the tech tree for unlocking parts and progressing through the vehicle tiers.

  5. In progress

    Tire mark and smoke VFX

    Advanced visual effects for tire marks and smoke.

  6. In progress

    Vehicle upgrade system, vertical slice

    A working prototype of the deep vehicle upgrade system.

    Devlog: Welcome to the Workshop →

S3

Future vision

Planned

My ambition for World of Drift extends far beyond the initial launch. I am building this as a platform to last for a decade.

  1. Planned

    32-player Tournament System

    Full tournaments for long-term competition.

  2. Planned

    ELO ranked matchmaking

    Skill-based matchmaking for ranked play.

  3. Planned

    Seasonal Battle Pass Championships

    Competition structured into seasons, with unique rewards every season.

  4. Planned

    Living Open World with AI traffic

    For more casual play, besides the Random Battle mode.

  5. Planned

    Adaptive Drifting AI

    An advanced drifting AI that can learn and adapt, for a constant challenge.

  6. Planned

    Deep vehicle progression and new manufacturers

    The deep vehicle progression system, and new car manufacturers from around the world.

  7. Planned

    Mod support

    Community-created tracks first, and eventually cars, built with the same procedural tools I use.

    Devlog: Devlog #2: Building Endless Tracks with Procedural Tools →
  8. Planned

    Official Creator Program

    Rewarding the players who help the community thrive.

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