Delverium Roadmap
What already shipped in demos and playtests, and what Sagestone still lists for 1.0.
Delverium does not publish a living Trello with version stickers. Sagestone Games posts Steam news, runs playtests, and keeps an Early Access FAQ on the store page. This unofficial roadmap stitches those posts into a before-and-after: work that already landed in the demo or the July 2026 playtest, versus work still described as 1.0 / Late Early Access. Scott Lowther (Skoddle) has been explicit that stretch goals slip. Read every bullet as intent, not a patch ticket.
The commercial frame sits on the Early Access page: unlock September 22, 2026 (store may show September 21), up to about two years in Early Access, a rising base price, and a 1.0 that still adds biomes, bosses, loot, NPC options, deeper lore, and maybe more achievements and languages. The updates hub keeps the dated timeline. This page keeps the feature list.
How to read Sagestone roadmaps
Two public planning documents matter.
October 16, 2025 — “Roadmap for Q4 2025.” Written after the 3–13 October playtest. Skoddle labelled some items stretch goals and pushed the then-unscheduled release from an earlier window to Q2 2026 (the dated September 22 announcement came much later). Many of those Q4 bullets later appeared in the February 20, 2026 multiplayer demo update.
Steam Early Access FAQ (current). This is the 1.0 contract: keep adding biomes, bosses, loot, NPC options, deeper lore, and new gameplay features; maybe more achievements and languages. It does not name individual biomes or boss titles. When a news post says “no spoilers,” this wiki also refuses to invent names.
A third post, June 7, 2026 — Development Update, is a progress report rather than a future list. It describes systems already implemented for Early Access: fishing, critters, cosmetics, and extra world content. Treat it as “done for the paid build,” not as demo content.
Q4 2025 list — status in plain language
Skoddle’s October 2025 bullets, with what public builds later showed:
Difficulty rebalancing. Improve Normal spawn rates; review Casual, Hard, and Horde modifiers; improve permadeath end-run flow. These modifiers exist as design language in playtests and character/world creation. Fine-tuning will continue through Early Access because spawn rates are exactly the kind of thing July 2026 playtesters still commented on.
Control improvements. First phase of rebindable controls and better default actions. Shipped in the February 2026 demo update as full control rebinding. Early Access still lists full controller support.
Multiplayer enhancements. Support more than four players; support simultaneous split-screen plus online. Shipped in the February 2026 demo update: 8-player online, mixed local and online, drop-in / drop-out. That is the cap the co-op guide still uses. Official dedicated servers were not on this list and are not on the current FAQ; see dedicated servers for community Lodestone only.
Art and biome dressing. Swamp vegetation, labyrinth biome dressing, vegetation sprite pass, more growth stages. February 2026 included a “huge art update.” June 2026 then spoke of additional biomes without naming them. Expect more dressing during Early Access; do not treat swamp/labyrinth as the entire 1.0 overworld.
New world bosses. The 2025 post refused spoilers. February 2026 added an extra early-game boss in the demo. June 2026 added more bosses for Early Access, still unnamed here.
Big demo update. Online multiplayer, Journey shrines, playtest features, refined demo layout. Shipped February 20, 2026 (later than Q4, as the post itself warned).
Older 2024 playtest notes (controls while the inventory is open, building previews, NPC pathing, sheep, lore, equipable items) describe the kind of quality-of-life Sagestone chases. Some of that is visible in current demo footage; this wiki will not tick a fake checklist against a 2024 blog as if it were a 2026 sprint board.
June 2026 systems (Early Access, not the short demo)
- Fishing. Craft a pole or rod, collect bait, cast into water. Quality of pole and bait changes the catch. Fish feed cooking recipes.
- Critters. New catchable creatures that double as bait, with the studio joke that you might keep them as pets.
- Cosmetic armour slots. Appearance-only gear that overrides main-slot visuals; a hair clip can hide helmet graphics.
- Additional content. New biomes, enemies, bosses, materials, and equipment, left unspoiled on purpose.
The demo remains starting biomes and early dungeons for about one to two hours. Do not go looking for the fishing pole at the edge of that slice.
1.0 and the rest of Early Access
Sagestone’s current 1.0 language is short on purpose:
- More biomes beyond the starting set and whatever June 2026 added.
- More bosses and loot.
- More NPC options (trading, housing, dialogue — NPC room assignment already landed in the demo update).
- Deeper lore around the invading Faults and the hidden truth of the land.
- New gameplay features left unspecified so the team can react to feedback.
- Maybe more Steam Achievements as new content ships.
- Maybe expanded language support on top of the current UI list: English, Japanese, French, German, Spanish (Spain), Korean, Portuguese-Brazil, Russian, Simplified Chinese, Ukrainian, Traditional Chinese. Audio is not a full localisation.
Jeff van Dyck’s audio work (ambient pass in February 2026, plus the wider soundtrack) will presumably grow with biomes; that is an inference from staffing, not a quoted milestone.
What is not on the official 1.0 list:
- Official dedicated servers.
- Console SKUs beyond PC Steam (and the handheld story told on the Steam Deck page).
- A frozen price. The base price rises during Early Access and may tick again at 1.0.
Feedback loop
The July 17–20, 2026 PDT playtest already closed. Skoddle said it prioritised balance and tasks that would not all fit before September 22. After unlock, the loop is Steam news, Discord (invite), and the in-game systems themselves. Bring bug reports there, not to this wiki.
If you are deciding whether to buy at unlock or later, combine this list with Early Access price notes and the review for tone. New players should still start with getting started. Studio bios live on players; URLs live on links. Hardware planning is on system requirements.
What this page will not do
It will not assign percentages (“60% done”), fake version numbers, or a 1.0 calendar date. It will not copy a competitor’s biome names. When Skoddle posts the first Early Access roadmap refresh after September 22, that post replaces any bullet that has gone stale. Until then, the contract is the Steam FAQ plus the June 2026 progress note: a playable core with fishing, cosmetics, lore, and co-op on day one, and a two-year window to grow the map, the bosses, the NPCs, and the secret of the Faults.
Keep this tab next to the updates hub rather than treating either page as a patch tracker. The hub is chronology. This page is scope. Together they are the closest thing Delverium has to a public production board.
Frequently Asked Questions
Quick answers to the most common Delverium questions.
Is there an official Trello or public 1.0 date?
No public Trello. Sagestone expects up to about two years of Early Access after September 22, 2026, with 1.0 still undated.
Did the Q4 2025 roadmap already finish?
The big-ticket multiplayer, rebinding, Journey shrines, art pass, and extra early boss landed in the February 2026 demo update. Difficulty and extra biomes continue into Early Access.
Are official dedicated servers planned?
They are not on the Steam Early Access FAQ or the Q4 2025 list. Community Lodestone hosting is third-party only.
Will fishing be in Early Access or only at 1.0?
Fishing was implemented in the June 2026 development update for the Early Access build. The short demo still omits it.
Can I still influence the roadmap?
Yes. The July 2026 playtest already closed, but Skoddle said Early Access exists to keep collaborating on content, balance, and direction via Steam news and Discord.