Project Vapor Frontlines

Roadmap

Where development stands

Every part of Frontlines, sorted into what is done, what is being worked on and what is planned. Nothing here has a date on it: things are done when they are done.

77%

Frontlines is 77% of the way to its first playable release.

47 done, 7 in progress, 12 planned. Each item counts once when done and a half while in progress.

Game mode and the front89%8 done, 1 plannedLogistics and building81%6 done, 1 in progress, 1 plannedInfantry and weapons81%6 done, 1 in progress, 1 plannedVehicles and fire support75%6 done, 2 plannedGrand Gulf75%6 done, 3 in progress, 1 plannedOnline and servers64%8 done, 2 in progress, 4 plannedInterface and audio78%7 done, 2 planned

Done 47

Built and working in development builds.

Game mode and the front

A front that moves

Territory grows from each naval base along linked forward bases, and is cut when a link falls.

Game mode and the front

Strongpoints

Eighteen strongpoints across the map, held by whoever’s territory covers them.

The beacon a squad carries and plants to spawn on.

Game mode and the front

Spawns

Free at the main base, the carrier and your squad’s beacon; forward bases cost cash, more the nearer the front.

Game mode and the front

Squads of six

A shared beacon, shared tasks and a bonus for the leader.

Game mode and the front

Recon

Spotting marks, and intel tasks that pay cash and experience.

Game mode and the front

Match flow

Staging, the breakthrough countdown, a four-hour cap, and a replay of the front at the end.

Game mode and the front

Casualties

Downed soldiers, stretchers and evacuation.

Game mode and the front

Playable from the keyboard

Every action has a key, so a match can be played end to end.

Logistics and building

Supply trucks

Build and ammunition are loaded at the base yard and driven to forward bases.

Logistics and building

Eight kinds of supply

Each forward base keeps its own stores, loaded from a truck through a load screen.

Logistics and building

Fortifications

Hesco, sandbags, wire, ditches, watchtowers, ammunition crates, aid stations and depots.

Logistics and building

Tools in hand

Pieces are placed from kits and finished with a hammer or shovel, from a build strip.

Logistics and building

Bunkers and breaching

Doors that lock, and charges that open doors, walls, wire and radios.

Logistics and building

An engineering vehicle

A combat engineering vehicle for the heavy pieces.

Infantry and weapons

Modular weapons

Guns assembled from parts at the gunsmith, with several kinds of round per calibre.

Infantry and weapons

Ballistics

Bullets simulated in flight, with drop, penetration and ricochet.

Infantry and weapons

Wounds and armour

Damage by body part, armour, bleeding and a downed state.

Infantry and weapons

Kit and the stash

A grid inventory, looting, a persistent stash, traders and a gunsmith.

A soldier in a test level during staging, with the team bar, compass, match notice and minimap.

Infantry and weapons

Movement

Stances, lean, vault and mantle, mounting a gun, the dive to prone and a crawl in eight directions.

Infantry and weapons

Weapon sound and footsteps

Every gun has its own sounds, and movement can be heard.

Vehicles and fire support

Crewed weapons

Machine guns, launchers, anti-aircraft guns, mortars and howitzers, manned and rearmed by players.

Shell bursts on the test range.

Vehicles and fire support

Indirect fire

Mortars and howitzers fire on a computed solution; spotters call for fire.

Vehicles and fire support

Support strikes

UAVs, supply drops, smoke, barrages, electronic warfare, naval gunfire, air strikes and cruise missiles, paid for in supply.

Vehicles and fire support

Driving and crews

Depots and garages, vehicles with seats and weapons, driven and crewed by players.

Vehicles and fire support

A motor pool of your own

Buy vehicles with cash, fit modules, set the ammunition load, and insure them.

A patrol boat on the water beside a ship’s hull.

Vehicles and fire support

Boats and ships

Patrol boats, an air-cushion landing craft, and destroyers you can buy and sail.

A town on open ground, with the gulf and the far shore behind it.

Grand Gulf

The landscape

Twenty kilometres of hills, plain, coast and seabed, with its own ground.

The highway that links the two shores, with its central barrier.

Grand Gulf

Roads and bridges

A highway, main roads, tracks and streets, with lights, signs and barriers.

Streets and tower blocks in one of the gulf’s cities, from above.

Grand Gulf

Towns and suburbs

Two cities, four towns and three villages, laid out and built up.

Grand Gulf

The naval bases

A walled base and port at each end of the map, with yards, depots and berths.

The runway at Northgate Airbase, broken up with rubble to fight around.

Grand Gulf

Northgate Airbase

A runway, a tower and hangars, with interiors you can walk through.

The road into the Northgate Silos, cut into the hillside.

Grand Gulf

Northgate Silos

Silo shafts, a launch capsule and three floors of chambers under the ridge.

Online and servers

Dedicated servers

A server build and a manager that starts, restarts and scales instances.

Online and servers

The server list

A master server and an in-game browser with ping, favourites and passworded servers.

Online and servers

Play now

One button finds an open server, or has one started.

Online and servers

Steam sign-in and relay

Players are their Steam accounts, and servers are reached through Steam’s relay.

Online and servers

Central progression

Skills, cash, stash and garage kept on a backend that checks every change against the game’s rules.

Online and servers

Fleet control

One place to run every server machine.

Online and servers

First test release

A packaged client, server and tools, version 1.0.1.0.

Online and servers

This website

The roadmap, news, a server browser and a host portal.

Interface and audio

Main menu

Deploy, briefing, career, armory, quartermaster and settings, over a globe of who is online.

The top of the HUD: supply and territory for your side, the compass, and the countdown to the battle.

Interface and audio

The HUD

Team bar, compass, minimap, weapon card and a stance figure that shows wounds.

Interface and audio

The battle map

Territory, fronts, fog of war and fire control on one map.

Interface and audio

Spawn, build and fire-support screens

Where to deploy, what to build and what to call in.

Interface and audio

The quartermaster

A stash, four traders and a gunsmith board.

Interface and audio

Voice chat

Your voice carries 40 metres, to friend and enemy; the squad radio reaches your squad anywhere.

Interface and audio

Interface sounds

Sounds for the menus and the HUD.

In progress 7

Being built or tested now.

The radio that makes a forward base, with the supply piles that feed it, in a test level.

Logistics and building

Props and supply piles

Real models for the radio, the supply piles and the pieces, replacing stand-ins.

Infantry and weapons

Animation overhaul

Each gun’s own reloads, checks and stoppage drills, in first and third person. One gun is left.

A house in the suburbs with the city’s towers behind it.

Grand Gulf

Buildings you can enter

A skyscraper, a block of flats and a shop so far; more landmark buildings to follow.

Reeds along the banks of Hollow Brook.

Grand Gulf

Rivers, reeds and dressing

Vegetation, parked cars and street furniture, to give the ground cover and life.

Grand Gulf

Performance

Frame rate and memory on a map this size, on low and high settings.

Online and servers

Ranked servers and parties

Built, and waiting to be tested through Steam itself.

Online and servers

Player pages

Careers, player cards and leaderboards on this site. Built; they switch on with ranked servers.

Planned 12

Decided on, not started.

Game mode and the front

Full 50 v 50 playtests

Matches at full strength, and the balance changes that follow.

Logistics and building

Supply balance

What things cost and how far a truckload goes, tuned from full matches.

Infantry and weapons

More guns

Further rifles and pistols to fill out both armies.

Vehicles and fire support

Vehicle balance

Handling, armour and cost, tuned from full matches.

Vehicles and fire support

The silos’ missiles

Northgate’s missiles, and what it takes to fire them.

Grand Gulf

Art pass

Finished materials and detail in place of blockout buildings.

Online and servers

Public test servers

Official servers on a test machine, with the game delivered through Steam.

Online and servers

A Steam store page

The game’s own page on Steam, and wishlisting.

Online and servers

Server scale

Networking work so a full 100-player server has headroom.

Online and servers

Anti-cheat

Deferred until the core game has settled.

Interface and audio

A party panel

See and manage your Steam party from the main menu.

Interface and audio

Interface polish

A pass over wording, layout and readability once the game has been played at scale.

Online and servers

The server browser, the live globe and the host portal are already built and on this site. They say "server list offline" until there are public servers: Servers, Live,Host a server.