> For the complete documentation index, see [llms.txt](https://frostember-studios.gitbook.io/trailbound/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://frostember-studios.gitbook.io/trailbound/further-development/roadmap.md).

# Roadmap

The roadmap separates delivered systems from proposed work. It is not a promise of dates, platform compatibility or SnowRunner feature parity. Expansion should keep the two basic workflows understandable and preserve existing preset/mesh contracts.

### Delivered in 1.0.0

* Full original source under MIT, including Blender authoring and portable export tools.
* Physical four-wheel vehicle, estimated body/tyre inertia, spring/damper suspension, Ackermann steering, physical brakes/idle hold and normal/low range.
* Mesh soil with painted bearing hardness, independent visual wetness, pressure/slip deformation, berms, collision recooking and burial-dependent resistance.
* Two-tab Workshop, grouped Inspectors, colour accents, icons, tooltips, explicit vehicle/surface templates and Undo-aware safe mesh authoring.
* Five surface comparisons, three vehicle templates, a forest route and two art galleries.
* Fifteen trees, 72 environment forms, shared rooted wind, instanced grass and mud pools.
* Local and online documentation with real editor/scene images, API/source guides, changelog and meaningful Editor/PlayMode tests.
* Unity 6.0 LTS baseline with URP and optional native HDRP art/demo variants; shared pipeline-independent vehicle/soil runtime.

### Next: compatibility and world authoring

| Milestone                 | Scope                                                                            | Acceptance gate                                                                               |
| ------------------------- | -------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------- |
| Extended Unity 6 coverage | Validate further LTS patches and newer stable Unity 6 editors                    | Full physics tests, shader/build checks and route comparison for each supported configuration |
| Terrain adapter           | Convert selected driving areas to tiled meshes; manage Terrain holes explicitly  | No hidden collider preventing rut depth; seam/Undo tests                                      |
| Brush extensions          | Height/sculpt smoothing, hardness falloff presets, separate layer-depth painting | Border agreement, source protection and Undo                                                  |
| Grass/scatter authoring   | Paint matrices/cells and seeded biome rules using existing variants              | Bounded batches, correct cell bounds and target hardware profiling                            |
| Spatial soil sampling     | Accelerate nearest lookup/stamp queries for long roads                           | Identical depth/contact behavior and measured CPU improvement                                 |

### Later: deeper vehicle and soil systems

| Milestone            | Scope                                                                       | Acceptance gate                                                          |
| -------------------- | --------------------------------------------------------------------------- | ------------------------------------------------------------------------ |
| Drive model          | Engine/RPM, selectable gears, transfer case and differential choices        | Torque/energy behavior, lifted wheel and brake regression tests          |
| Tyre options         | Pressure, compound and contact-patch approximations                         | Calibration data or clearly documented estimated behavior                |
| Recovery tools       | Winch/anchors and vehicle attachment points                                 | Stable constrained load/reaction tests; no teleport disguised as physics |
| Persistent ruts      | Save/load and stream tile state                                             | Source immutability, versioned state and deterministic round-trip        |
| Water/soil moisture  | Mechanical wetness and puddle interaction beyond visual wetness             | Distinct bearing/shear/resistance effects with measured tests            |
| Dynamic wood         | Moveable logs/breakable branches and interaction variants                   | Collider consistency and stable mass/joint behavior                      |
| Multi-vehicle worlds | Independent vegetation interaction, pooled distant effects and lifecycle    | No global-controller conflicts; target CPU/GPU budgets                   |
| Platform expansion   | Mobile/VR/consoles and other render pipelines as separate validated targets | Actual hardware/editor tests, not inferred compatibility                 |

Documentation and test contracts should change with each implemented milestone. A planned entry stays planned until source, demo behavior and verification are delivered.
