Coming soon

Labyrinth RPG Roadmap

A public view of the next development priorities for village progression, special rooms, exploration pressure, puzzles, and story reactions.

Last updated: May 2026

Development priorities

Planned Work

The roadmap avoids exact dates unless a release is already committed. Items may shift as testing and player feedback shape the next build.

Planned Next

Near-Term Priorities

  • Village and NPC progressionNPCs should become part of long-term settlement growth through roles, staffing, training, equipment, and building support.
  • First special Labyrinth roomsOptional lost or ruined village-themed rooms can add lore, risk-reward choices, Wisp reactions, and one-run rewards.
  • More Wisp barks and story reactionsShort reactions should help the world respond to discoveries without slowing down desktop, mobile, or VR play.
  • First resource-pressure trapsTraps should pressure mana, healing, durability, timing, or rewards instead of unfairly ending the run.
  • First gesture-based puzzle prototypeAbility-sequence puzzles can use the game's gesture identity without becoming mandatory progression blockers.
Planned Later

Expanded Systems

  • More special room variantsRooms such as a Forgotten Infirmary, Ancient Alchemist, Lost Blacksmith, or Ruined Inn can make each floor feel more authored.
  • NPC reactions to discoveriesVillage characters should notice meaningful finds and help connect dungeon discoveries back to the settlement.
  • Role bonuses from matching discoveriesStaffing and class choices can matter more when the right NPCs connect with the right rooms, tools, or opportunities.
  • More triad-based floor identityFloor themes can shape enemy pressure, rewards, hazards, and room flavor so runs feel less interchangeable.
  • More boss-floor framing and modifiersBoss floors can gain stronger setup, combat modifiers, and stakes tied to the current run.
Experimental Ideas

Prototype Candidates

  • NPC comments based on class or roleParty composition could create small moments of recognition without turning dialogue into a long interruption.
  • Puzzle poems with deeper ability vocabularyShort clues could ask players to read ability identity, order, and gesture language in new ways.
  • Special room chains across multiple runsRare room sequences could reward repeated exploration while still preserving run-to-run variation.
  • Rare rooms that change the tone or rules of the current floorUnusual discoveries could temporarily shift rewards, hazards, or pacing for a memorable run.
Not Planned

Current Boundaries

  • A fixed linear campaignThe game is built around repeatable descents and settlement growth, not a single straight campaign path.
  • Mandatory story rooms that block floor completionStory content should enrich runs without turning exploration into a required checklist.
  • Fixed boss identities on specific early floorsBoss encounters should support replayability instead of making early floors identical every time.
  • Long cutscenes as the main story delivery methodStory should stay readable and quick enough to respect the pace of each run.
  • Unavoidable instant-punishment trapsHazards should create tension through readable pressure, not surprise failure.

Recently shipped

See completed updates

Completed public-facing changes move to the changelog so this roadmap can stay focused on what is planned next.