Development roadmap

Labyrinth RPG Roadmap

A public view of where Labyrinth RPG is headed next: village progression, special rooms, exploration pressure, puzzles, and story reactions.

Last updated: May 2026

Active focus Village systems Special rooms No fixed dates
Now Review active priorities Village progression, special-room foundations, Wisp reactions, and readable run pressure. Shipped Read the latest changelog See the May 2026 Steam and website readiness work that has already landed. Feedback Discuss priorities on Discord Follow testing notes, report rough edges, and help shape what moves up the list.

Roadmap snapshot

Current Direction

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

Now Village progression NPCs, roles, staffing, training, equipment, and building support.
Next Special rooms Optional discoveries that add lore, choices, Wisp reactions, and one-run rewards.
Later Floor identity More authored room variants, triad pressure, boss-floor framing, and run flavor.
Boundary Run-first story Quick readable moments, not long cutscenes or mandatory campaign blockers.
Next

Next Build Priorities

  • 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.
  • Shorter feedback loopsRoadmap work should stay testable in small pieces so new ideas can be validated before they become large systems.
Planned Later

Later 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

Exploring

  • 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.

Items move to the changelog once they are public-facing enough to explain as shipped work.

Recently shipped

See completed updates

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