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Fixed by Design

Roadmap

Product and game design initiatives, in the order we expect to reach them. Development tasks live on GitHub.
  1. Next

    Version 1.8.1

    In playtesting. Close to shipping.

    Explain the grindstone penalty in game

    Playtesting

    Show the permanent slot cost before a player commits to grinding an item, rather than after they discover the missing pip.

    EnchantingProblem #4

  2. After that

    Version 1.9.0

    In development.

    Reconsider multiplayer sleeping

    In Progress

    Find a night-skip rule that does not require unrelated players to stop what they are doing, without making night meaningless.

    MultiplayerProblem #1

    Teach the Catalogue in game

    Accepted

    Give the enchanting rework an in-game explanation, so a player who never reads the wiki still understands that books are permanent unlocks.

    EnchantingProblem #4

    Make fishing bait discoverable

    Planned

    Surface the bait system in game so that fishing without it is a deliberate choice rather than something a player never learns about.

    FishingProblem #2

  3. Someday

    Unscheduled

    Being explored. No version attached yet, and no promise that it ships.

    Give rail networks a cargo role

    Exploring

    Make long-distance rail the best way to move volume, so trains have a niche that elytra flight cannot take.

    TransportationProblem #3

  4. Shipped

    Version 1.8.0

    Released and playable.

    Rework enchanting progression

    Released

    Replace random enchanting with a catalogue of unlocked enchantments, reagents and slot budgets.

    Enchanting

    Make minecarts viable for long-distance transportation

    Released

    Copper rail speed tiers, self-propelling furnace locomotives and coupled trains.

    Transportation

    Improve death consequences

    Released

    Keep tools and half the experience, and make bonus hearts the thing death actually takes.

    Survival

Not planned

Considered and turned down. Kept public so the reasoning is not lost.

Per-player difficulty scaling

Rejected

Scale hostile mob strength to individual player progression rather than to world difficulty.

Combat